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

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

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KillRoom

by Emkiusz - Compo Entry

For this Ludum Dare I made another endless game. This time it's about avoiding traps in one deadly room. How long will you survive? Post your times!

Controls:
Use arrows or WASD to walk.
Press C to show Credits.
Press ESC to exit the game.
When you die, press R to restart.

Software used:
GameMaker: Studio Pro
GIMP
BeepBox.co
SFXR

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I wanted to make more patterns and floor-traps, but I'm just too tired, even to balance existing patterns. But still, I like the final result. Enjoy!

UPDATE 12.12.2016 - Added HTML version. It has some bugs, but nothing that would disturb the game.

Downloads and Links


Ratings

Coolness60%
#185Fun3.44
#238Theme3.74
#309Audio2.81
#352Humor2.28
#397Innovation2.89
#438Overall3.04
#464Mood2.68
#527Graphics2.41

Comments

Arowx says ...
Dec 16, 2016 @ 6:26pm

Nice work. Is the counter in seconds looks a bit fast?

Splendidus says ...
Dec 16, 2016 @ 6:27pm

As a child, I played it and I liked it. )

piwicode says ...
Dec 16, 2016 @ 6:33pm

I like the feeling of being trapped in a making with moving pieces. For some reason the main character looks to consent, and keep pushing the red button :)
The player has to learn the sequences by heart, because it is very dangerous to improvise.
Sound and music are coherent with the graphics. It is quite fun to play, thank for making this game!

Didi says ...
Dec 16, 2016 @ 7:02pm

great ideia, I like the randomize each game restart.

Dec 16, 2016 @ 7:22pm

Solid execution of a fun idea. Randomization on restart was a nice touch ?

Hempuli says ...
Dec 16, 2016 @ 7:29pm

Neat that you had the walls of the room itself act as the obstacles! I think my highest score was something like 430...? The wait between the walls moving felt a bit long, especially early on.

amras0000 says ...
Dec 17, 2016 @ 10:51am

My main complaint with the game is its balancing. Some of the attack patterns are unexpected and difficult to predict or dodge. Others are laboriously slow and force the player to wait an eternity while the animations play out. And because they were randomly executed, there was no difficulty curve as the game went along. If I got a streak of easy animations I'd get bored and just sit there not pressing buttons. Then I'd get a random hard one and be completely unprepared for it with no real way to respond. The game didn't feel like I had a lot of control.

I think the game would have been a lot better off without that random element. Dodging things can be a fun compelling mechanic in itself, but the player needs to know what to expect. A solid repeating pattern the player has to learn would've been a lot more satisfying to eventually beat.

A couple nitpicks on the asset design. The button really ought to disappear after the player has pressed it. The constant dinging was a tad irritating. Also, since the walls removed themselves fully to attack you, they appeared to offer an escape path offscreen. Maybe leaving some form of border around the existing walls would have helped communicate that better.

martymon says ...
Dec 19, 2016 @ 1:04pm

Very fun! I enjoyed it.

Dec 19, 2016 @ 5:49pm

Nice idea. Funny!

matiz982 says ...
Dec 19, 2016 @ 6:34pm

Hard, funny and simple control. Keep it goin'

murilo says ...
Dec 20, 2016 @ 1:10pm

ok that was pretty challenging! I had fun with it but I thought it was unfair sometimes too soon, having green stuff coming at you too fast all of the sudden! Despite the simple graphics and animation it felt nice! Good stuff here!

Dagorlad says ...
Dec 21, 2016 @ 1:58pm

The concept is really cool, but it gets hurt by the low prediction possibilities i think.

I would have put more time in the first levels to understand the complexity and then speed things up.
Good Job after all, had a lot of fun playing!

masterkrepta says ...
Dec 27, 2016 @ 12:48am

I was just starting to think the game was too easy,,, and then the walls came in on angles and i died instantly. The button mechanic didnt add or take away anything from the gameplay, maybe in later modes it has a more significant effect?

eemmbbeerr says ...
Dec 28, 2016 @ 3:04pm

379
Simple and elegant, I like it!
Sometimes in the diagonal-cross-razor-while-two-blades-spin-in-row pattern they don't quite get back to their place neatly, but that's just OCD critiquing :)

Karash says ...
Dec 28, 2016 @ 4:01pm

Nice one , it was easy on start but than it started to be challenging :D i made something like this , same idea :P

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