Moved to jam because it's been updated kinda heavily content wise and I'd rather you look at that than what I had <24 hours ago.
Still no sound, hahah.
Made a lot of tweaks to the editor and UI in general. An about page might be nice later I guess.
Tutorial still isn't a tutorial, I got sidetracked making the editor more bearable and including instructions in-game because everyone ignores readmes. I'll add some instructions to the tutorial later on if I get time for some postcompo work.
Again:
Arrows To Move. Down To Use Keys.
--------------- ORIGINAL NOTES ----------------
Going to call it a night. There isn't a level progression there as I've run out of time, but I'm pleased with what is there.
It's kind of fun, a neat concept, although the level design needs a bit of work (and obviously longer). I can skip most of the level sometimes by just jumping over stuff. Also, for some reason the new game button only plays the first three levels and the play button plays the next three. I was almost ready to quit before I tried the play button. Also, there are some major bugs when you load an invalid level (you get stuck and have to refresh) and a minor one when you open a door that a laser has already hit above (it doesn't extend). I also don't see the point of collectibles. Still, quite nice, and I like the style.
Yeah, I was sad at the length, but the engine is solid (which is more than I can say for what I scraped together) and the graphics are eye-catching. VDO and I seem to share an idea of what looks interesting.
O
ointment22 Aug 2011, 08:52
These are the kinds of games LD is about. Short but sweet. I could play like 50 levels of this, so I'm glad there's a level editor.
Fun game and a very awesome graphic style that I can't get enough of. Decent gameplay, short but the editor makes up for it. Only criticism I can think of is perhaps the lack of any sort of reward for progression or score; levels are not played in a linear fashion and there's no ending (at least not that I encountered). Overall, all the flaws are made up for with the graphical style and smooth enough gameplay.
I fell in love with your pixel art, just amazing (oddly reminded me of the nes castlevania). And the animation was very well done. I can see where you were heading with it and although it wasn't finished it was going in a solid direction. Only critiques would be that it was difficult for me to see a sense of continuity between the screens. Oftentimes it would feel disorienting to have the game cut from one screen to the next without any sense or what your goal or direction was. Beyond that I love it :D
on of the best art styles in the compo.. really friggin cool to look at. My only gripe is sometimes telling the difference in a hurry between mines and switches is tricky (and you really don't want to make that mistake!). I'd have made switches bright green or something
I love the graphics and the gameplay. There's so much you can do, dropping mines, destroying terminals with mines, etc. It's great, and I'd love to see some complex maps.
My only complaint would be the lack of music/sound effects, mainly because I'm a sucker for audio.
Daah! I made two levels and lost them both due to getting confused about the current editor state and hitting Q to go back to the menu. There should definitely be a confirm question there, or ideally store the edited level in memory so you can go back and edit it again from the menu. Not sure if the data string would paste well into a web page though, with that whitespace.
Very charming game though. I could easily sit around and make 20 levels if I trusted myself not to erase them before they were done. The editor could also benefit from better tile selection. Maybe hitting space to bring up a grid of all tiles so you can quickly click to select one.
Comments21
VDO: the collectibles give you points.
My only complaint would be the lack of music/sound effects, mainly because I'm a sucker for audio.
Very charming game though. I could easily sit around and make 20 levels if I trusted myself not to erase them before they were done. The editor could also benefit from better tile selection. Maybe hitting space to bring up a grid of all tiles so you can quickly click to select one.