Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by Madsj - Compo Entry

Space + Arrow keys

Kill the Dragon to win the game

Downloads and Links




Neonian says ...
Dec 12, 2016 @ 2:43pm

Cool game, but it seemed to run a bit slow for me.

Dec 30, 2016 @ 9:28am

sometimes the auto generation spawned the little pillars at a size i couldn't jump on. i quite liked the mechanic where you could knock the black square and use it to jump higher though, good entry

handoharken says ...
Dec 30, 2016 @ 1:15pm

A lot more to this game than meets the eye. The mechanic where you could knock the block was a nice surprise, although should you fail to jump on that block then you are as good as dead, so it felt a little unforgiving. Perhaps a higher jump or a double jump would balance things out? Great game though, everything feels polished and could see this being expanded further ;)

jramell says ...
Dec 31, 2016 @ 5:16am

Not bad, but I feel it could've achieved more. Because size of pillars is random sometimes pillars would be higher than the player can jump. This might be okay with the very first pillar so the player fails and learns how to attack the dragon (maybe have it be a fixed length and the player always lose that first heart, balancing it by having the player start with 5 hearts), but after that it's pointless for it to be that way.

ijzm says ...
Dec 31, 2016 @ 5:24am

The game was pretty good. I feel like the basic gameplay and ideas it had were great, the only problems were with the way they were executed.

I'll give some thoughts on stuff I noticed in the two different modes below:

Normal section:
- I liked how the pillars worked and how you could use them in so many different ways; you could shoot the black squares at the dragon, jump on top of the pillars to jump to another pillar, or jump into the white powerup to get the minigame. I liked how they were useful but also a hazard at the same time.
- I liked how you had to watch what height you were at to manipulate the dragon to be in the right position for the black square to shoot at him
- Some of the taller pillars felt too hard to jump over; if you get the tallest pillar at the start or get multiple tall pillars in a row, you're not really able to get past them
- It would be nice if there was a bit more invincibility after you get hit; it's easy to lose all your health in several seconds as it is
- Maybe make it slightly easier to hit the black squares without also getting hurt by the red part in the process
- I like the pattern in the floor that appears after you use the minigame a lot, but it looks kind of glitchy and blocks your movement in certain spots


- I like the barriers of lots of little asteroids, but things are moving too fast and it takes too many shots to destroy them for the player to be able to move around them
- It's too easy to get health in this area. Since you lose tons of health to the harsh gameplay in the regular section it kind of balances out, but if you made the regular gameplay fairer you'd have to make it so it was harder to get health here.
- I like how the life system in this area works. If you polished everything up I think it would be really interesting.
- The things that fly at you really fast from above are kind of unavoidable. Maybe if the player got a warning ahead of time about when and where they would appear with a little exclamation mark or something it would be better.
- The things that fly around shooting red bullets are very hard to dodge. It might work in some circumstances, but there's too many other things on the screen at a time for the player to ever be able to dodge it.
- In general this area would be better if things were slower and easier to manage. The player's movement as well is kind of erratic which makes it hard to move around in the cramped area.

Didn't mean to write so much, but this is the first game I'm reviewing. I enjoyed your game, hope you're able to make more in the future.

~ Takeshi64 (on IJZM's account)

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