Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

NOTE: Because of the Theme tie, we allowed everyone to pick either Theme. Using both was optional. To keep things simple, there will still only be one Theme category. Every category in Ludum Dare voting is an opinion, so you’re welcome to rate them as you see fit. But we encourage you to be fair in your scores to people that chose only one Theme, and not both.

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fight or flight

by zuurr - Jam Entry

i'll try to do a better description soon. in the mean time:

how to play: click to guide the player. hold space to aim. when aiming, clicking shoots a bullet. you are in some sort of a base or space ship and need to find a bunch of keys. there are people who want to stop you from doing this with bullets.

its called fight or flight because you can either stand still and shoot or move. i don't really like the name.

Downloads and Links


Ratings

#2373Coolness10%

Comments

TheMeorch says ...
Dec 15, 2015 @ 11:43pm

Despite experiencing major performance issues once I got into combat, I really enjoyed this and played it to the end. The art is fantastic, from the sprites to the lighting, to the blood splatter. The 2-button controls are also really satisfying, and don't feel like they're shoehorned in just to fit the theme. Great work!

Dec 21, 2015 @ 11:43am

NIce game, unfortunately it gets gradually slower and slower - I had a look at the code, and it seems you've implemented a fixed framerate, but what you forgot is that if the game cannot catch up, its going to do more and more updates per second and never catch up.

You need to put a limit on the number of times it loops to guarantee 1/60 time slices - 4 is a good number, since games become unplayable when they are less than 15fps anyway, and it would mean that if the game is running at 30hz instead of 60, it won't slow down over time.
I couldnt get the game to build (npm build? still no compiled file)

anyway, this should do the trick - it guarantees that the framerate doesnt drop below 15, and it stops the endless accumilation of time owed

var limit = 4;
while (this.accum >= dt && limit > 0) {
--limit;
++this.ticks;
Vec2.Pool.reset();
this.game.update(dt);
Clock.accumTime += dt;
Input.update();
this.accum -= dt;
++Clock.ticks;
}
// we couldnt catch up - fugedaboudit
if (limit == 0) {
this.accum = 0;
}

n8m8 says ...
Dec 22, 2015 @ 2:07pm

Thanks for your game!
I played your game along with several others from this jam and 'reviewed' them here: https://n8r8.wordpress.com/2015/12/22/n8-r8s-8-ludum-dare-34-part-1/

samreid says ...
Dec 27, 2015 @ 9:58pm

Nice graphics and concept. Couldn't figure out how to get through the first door, on Macbook Air. We found out how to move, aim, fire bullets but couldn't get through that door.

Jan 4, 2016 @ 4:37pm

Surprisingly fun, making images of colored keys would perhaps have cleared up the confusion (probably with very little extra work).

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