Just added a Windows executable version. I've only opened it on the machine that has LOVE installed already, so I cannot verify that it is working correctly, but I've followed what their website suggests, so it should work.
I had a Linux binary up there, but I hadn't read about needing to create the various packaging information, so it wouldn't have worked without you going out and installing the LOVE package from your package manager anyways. So Linux users, you guys just get the Source link. OS X users are in the same boat.
I might see about porting it to the experimental WebGL stuff (since I didn't really use too much fancy stuff), but that's a big "might" at the moment.
Ok, so I played your game! :) Some issues: I died in lvl 3 (or so) and when i pressed R i spawned in another room, you can get negative HP, and if you attack while landing you will glitch thru the floor (and might die). The archers remind me of Kyle Broslovski somehow ^^
I liked the inclusion of the throwing mechanic when it worked. I had problems with it like several others have mentioned. It would have been nice to be able to throw the bodies further as the first level where you introduce it, you can barely hit the archer.
Reading your blog entry I wouldn't worry so much about your graphics, as they are serviceable and fixing your mechanics is a lot more important. If you were able to defend yourself or jump to avoid attacks it would have been a lot better.
The game's pretty bugged. I had to restart a level, and apparently it sent me to a completely different level. Once I'd completed that level, it just reset the level, not moving on. The game also kept refusing to throw bodies.
Another minor problem is that the instruction text goes by too fast. It took a bit for me to get the controls because of that.
Again, sorry about the bugs. I think I have a big issue of trying to make something "unique" and "expansive", and end up getting bogged down in implementing too many features. It leaves me with too little time to play-test and, often, too little time to actually implement what I hoped for anyway.
I've also been coming at these competitions nearly totally from scratch. I usually start out with absolutely nothing, then throw together some libraries and try and glue them together. That usually takes about a third to half of my total time, which is far more than I think it should.
Thanks for all the plays and comments. This time around has definitely made me rethink how I should approach these events.
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Reading your blog entry I wouldn't worry so much about your graphics, as they are serviceable and fixing your mechanics is a lot more important. If you were able to defend yourself or jump to avoid attacks it would have been a lot better.
Another minor problem is that the instruction text goes by too fast. It took a bit for me to get the controls because of that.
Good job on using Love2D though. :)
Again, sorry about the bugs. I think I have a big issue of trying to make something "unique" and "expansive", and end up getting bogged down in implementing too many features. It leaves me with too little time to play-test and, often, too little time to actually implement what I hoped for anyway.
I've also been coming at these competitions nearly totally from scratch. I usually start out with absolutely nothing, then throw together some libraries and try and glue them together. That usually takes about a third to half of my total time, which is far more than I think it should.
Thanks for all the plays and comments. This time around has definitely made me rethink how I should approach these events.