I wonder if the focus on hats is a sign that he's selling Minecraft to Valve... and then the only new content will be hats.
F
Faceless23 Aug 2010, 02:46
Simon, he is making too much money to sell it to Valve. I recall Notch saying that Valve couldn't afford him. Anyway, the focus on hats (specifically fedoras) is because Notch really loves fedoras.
L
Lolipop23 Aug 2010, 03:20
Awesome game, I love the use of the theme. Some hard levels, but I like the challenge. I hope you win Notch!
This game is so bizarre and unfriendly it is great. Almost every late-game challenge feels like you only won by abusing the system, by coercing unwilling game elements to unintentionally do your bidding. After using a minigun that shoots midgets to rocket-jump upward, then absorb dozens of bullets by grabbing your hat several times in a row, you will forget what 'enemies' and 'weapons' and 'hit points' in videogames should and should not be.
I have to mark it down a bit, though, because the end boss made the controls become erratic and unreliable, then, after several minutes, caused my browser to crash. Tsk, tsk.
OK, in before dock telling everyone that apparently i'm a troll (the word is critic, dammit), and no this isn't my complete commentary thing so, uh:
Here's what I struggle with: The glass shooter parts are a pain in the butt, and the final boss appears to make its difficulty from making you lag enough that it doesn't realise you've pressed the X key. Got that out of the way.
I like the concept of shooting enemies out of your gun, and the recoil you get from the machine-gun-gun is quite nifty, although the gameplay appears to shift once you do that.
I also like the interaction with the hats, and that you can be countably awesome by wearing more than one at the same time.
LOL TNT
From what I gather, this was an experiment which was done quite extensively, although some of it is a bit weird.
The graphics are wonderful. The game play and mechanics are so-so. The level design is not that great. The level with conveyer belts all by themselves? Unnecessary. Everyone's seen a conveyer belt before and knows how it works, we don't need to be spoon fed what they are.
Ultimately there are a lot of "hey look what I can make the game do" levels, and not many with clever or interesting puzzles. There were some decent ones, such as the one where you use the companion block to get to the top, but most levels were just keep spamming run/jump/shoot until you somehow survive by chance.
The level transitions are also quite buggy, I found it incredibly difficult to jump up through a level and then boost as the controls seize up momentarily.
S
ShadeWalker24 Aug 2010, 09:19
Very Good Game, I hope you will win Notch ! Just one thing : the title graphique is ... bad. It don't make us want to play. But the game is good :p
Unfortunately unplayable here due to input lag and jerkiness :-/
J
Jammy200126 Aug 2010, 09:26
Took me 30mins to complete and some area's are frustrating. Controls seemed a bit iffy in some areas such as trying to fly but gameplay was very unique and interesting. If people were able to create their own maps it could become quite interesting.
Whilst there was an impressive amount of features for the timeframe I'm left feeling that a smaller but more polished set of mechanics would have felt significantly better.
I may simply be biased slightly for having ended my (previously only mildly frustrating) playthrough early by getting irrevocably and unfairly stuck in a wall.
Wow! You built an awesome amount of stuff in the allotted time and it was enough fun to keep me coming back even after I nearly quite in frustration (finished eventually)!
Very cool game. The controls are a bit unintuitive (up for reading but z for jump) and jumping feels slightly unresponsive.
I loved the dying part and the fedora thing but still gave up when it became frustrating at the glass blocks level. Lots of good gameplay concepts before that though.
I wish I had better finger skills to get past Megan and play all the way through. Super impressed you wrote all this code during the contest without using a framework!!! Definitely interesting how you did the level data.
After patching the Linux kernel I could actually play the game (the default kernel gives me huge input lag on games that use 100% cpu time), and so I was now able to have fun playing it. Good idea and impressive amount of (good) level design for the short timeframe! I got stuck in the room with the cubes above the spikes too.
Very cool concept. Was really hard in parts. The camaraderie box stuff was also a bit frustrating. There may be more potential to this concept than what was explored here.
I had fun with this but I eventually had to give up at the room full of TNT where it tries to get you to hover up using the gun. That was just no fun at all and all I could figure out how to do was die again and again. Great effort for 48hrs on creating so many levels. The game is enjoyable and has some fun humor moments. Definitely one of the top ten of this contest.
No. I can't force my way through the glass room firing squad. I thought I'd quit several times before that, but I somehow managed to keep going. It's right on the edge of frustration vs challenge. Pretty neat idea and execution. Liero meets Doukutsu meets Portal. There are some cool discovery moments where you realize how some things work or can be used. Way grand for 48 hours. Congratulations on the virality. I found mentions of this where I really didn't expect it.
I
InstantIcecream24 Jul 2012, 16:02
great game, had a good time with it, this could get really popular if someone kept on develloping it, maybe even added multiplayer and ability to be modified by the players, its like if every room is a new stage.
Comments44
I've fixed it (within the time limit, note!)
I have to mark it down a bit, though, because the end boss made the controls become erratic and unreliable, then, after several minutes, caused my browser to crash. Tsk, tsk.
Here's what I struggle with: The glass shooter parts are a pain in the butt, and the final boss appears to make its difficulty from making you lag enough that it doesn't realise you've pressed the X key. Got that out of the way.
I like the concept of shooting enemies out of your gun, and the recoil you get from the machine-gun-gun is quite nifty, although the gameplay appears to shift once you do that.
I also like the interaction with the hats, and that you can be countably awesome by wearing more than one at the same time.
LOL TNT
From what I gather, this was an experiment which was done quite extensively, although some of it is a bit weird.
Also, L's comment (I haven't voted on this yet).
Ultimately there are a lot of "hey look what I can make the game do" levels, and not many with clever or interesting puzzles. There were some decent ones, such as the one where you use the companion block to get to the top, but most levels were just keep spamming run/jump/shoot until you somehow survive by chance.
The level transitions are also quite buggy, I found it incredibly difficult to jump up through a level and then boost as the controls seize up momentarily.
I may simply be biased slightly for having ended my (previously only mildly frustrating) playthrough early by getting irrevocably and unfairly stuck in a wall.
Well done!
I loved the dying part and the fedora thing but still gave up when it became frustrating at the glass blocks level. Lots of good gameplay concepts before that though.
Up until that the game was fun.
Super impressed you wrote all this code during the contest without using a framework!!! Definitely interesting how you did the level data.
My final score was 7271.