Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

chromenopePSA: As of Chrome 42 (Released April 14th), NPAPI plugins are disabled by default! That means Unity Player, Java, and Silverlight games will not work in the Chrome browser! That said, Flash in the Chrome browser continues to work fine (PPAPI).

To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

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As of September 2015 however, this option will no longer be available.

Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X

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OI

by orco - Compo Entry

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Downloads and Links


Ratings

#41Innovation4.08
#134Fun3.68
#315Theme3.64
#380Overall3.36
#425Graphics3.24
#726Audio2.27
#769Mood2.67
#842Humor2.12
#1436Coolness46%

Comments

YarharALC says ...
Apr 18, 2015 @ 9:50pm

1. Clever to add GJ support!
2. The Web category is for games that are played in browser.
3. This should be entered to the JAM, not the compo, as you used music created before the jam.

orco says ...
Apr 19, 2015 @ 9:31am

oh wow forgot about that.
I'm removing sound then to not be included

Apr 19, 2015 @ 1:16pm

This is a really interesting concept. Never thought of getting the enemies to kill other enemies.

SadSmile says ...
Apr 19, 2015 @ 5:14pm

Unique gameplay! (At least i didnt saw something like this before.) I always wonder how people come up with new gameplay ideas.

Zeriver says ...
Apr 19, 2015 @ 6:08pm

Great idea and execution. I also like art style, simple but elegant and fitting.

I downloaded it so i can play it later :)

Riccardo says ...
Apr 19, 2015 @ 7:25pm

Very intriguing and clever concept! It would be interesting to create a version with multitouch in mind: with one finger one can tap enemies, and with another finger he can drag the "main character" around.

spudbean says ...
Apr 19, 2015 @ 9:01pm

really cool!

ALLCAPSON says ...
Apr 19, 2015 @ 9:25pm

Looks pretty nice, and I like the unique mechanic used.

Humanoid says ...
Apr 20, 2015 @ 12:06pm

Clicking on enemies and dodging their bullets is harder than I thought!

texdata says ...
Apr 20, 2015 @ 3:49pm

nice style and fast play. liked it

ChronusZ says ...
Apr 20, 2015 @ 4:08pm

Took me a while to understand the mechanics (including that in the description would be nice), but I really loved the concept! Works very well.

Catman says ...
Apr 20, 2015 @ 4:16pm

The game mechanics work really well together, good job!

Apr 20, 2015 @ 4:22pm

Very interesting. I've never seen this mechanic before. I believe this could become a popular game after a bit of polishing.

Junber says ...
Apr 20, 2015 @ 4:42pm

Very original concept. It was really fun but also quite hard. I also liked the minimalistic style.

zillix says ...
Apr 21, 2015 @ 3:36am

this is great! the mechanics are simple but fun. it was really neat to get a chain reaction going.

Bandersnatch says ...
Apr 24, 2015 @ 2:17am

This is really unique gameplay, and it's really hard too!

I like how simple and elegant it is, I could easily see it rivaling flappy birds and temple run for those types of games!

pvwradtke says ...
Apr 24, 2015 @ 2:18am

OK, it was hard to figure it out at first, but once I understood that I should use myself as a bait to get enemies together, it became instantaneously addictive. Easy to pick up and hard to drop. This is really good, thanks for doing it for our enjoyment :).

Jellyhard says ...
Apr 24, 2015 @ 2:27am

This is probably the game I had the most fun so far. An awesome and very elegant mechanic. I would love to see a polished post compo version of it.

nassi says ...
Apr 24, 2015 @ 2:30am

Quite hard, but an interesting idea. Nice minimalistic atmosphere to it too. Like someone on the gamejolt page mentioned, it felt like more and more shapes were spawning the longer you played. I'm not sure but I felt that staying still also affected it? Managed to get quite a nice score after going outside of the screen. Eventually got killed by a stray "bullet" I guess. Also noticed the already mentioned bug of the high scores only showing your latest score after you played an extra round.

orco says ...
Apr 24, 2015 @ 11:55pm

nassi, there are some spawning problems. But we are reworking the spawn system. Hha and going off screen is a really smart way to play it, one we will have to fix to.

Now the thing that we find interesting is people really like the kinda make a "train" of shapes to get high scores. We might try to make the ai use the advantage of this system, to make it do able but hard at the same time.

There is going to be a post ludum dare we are reworking a lot of things to make it more usable and better to expand, unfortunately it is our last year in high school so that gets priority atm.

yuigoto says ...
Apr 25, 2015 @ 12:29am

Liked this approach on unconventional weapon, reminded me just a little bit of Every Extend/Every Extend Extra, in a certain way. :)

The gameplay is simple, but playing and making high scores isn't that simple. Quite addictive :P

orco says ...
Apr 25, 2015 @ 9:16am

yuigoto, Wow Every extend looks interesting.

Apr 26, 2015 @ 12:46am

It was a really great mechanic, although it might have felt better if there was a combo system or something else to encourage making big chain reactions.

By the way, there was a bug where restarting the game didn't reset the rate at which enemies spawned.

orco says ...
Apr 26, 2015 @ 10:26am

there is a mechanic in place that does that

AsixJin says ...
May 7, 2015 @ 6:33am

I like that you have to have the enemies kill each other while dodging the same attack. This game was fun!

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