The goal is to navigate through a maze and find your tea, you have to keep a minimal distance traveled or you get lost. I was going to implement a score based on how short a path you too, which would have been very simple, a line or two, since the distance you traveled is already there, but I got bored of this extremely fast, faster than usual, and so it is an extremely short, and crappy game, even for me, I lacked motivation as I am not particularly fond of this theme, and the editor I created for the levels was a pain to use, so there is only four(hit e on the menu, and try out the editor, 1-0 change what texture you have selected for collide layer, left click places on collide layer, right click places a floor tile).
p.s. No sound either, because apparently ALSA decided to crap out on me, and I cannot record sounds from a matrix music sequencer, also for some reason sfxr wasn't working, oh well!
EDIT: I forgot, I used my publicly available Wolf2D engine at https://github.com/djdduty/Wolf2D but I changed/added a bunch of stuff to it during the compo.
Edit: Hopefully no one actually LOOKS at the source xD
EDIT AGAIN: I updated the package, I forgot the mac natives originally. If the app package doesn't work, just running the jar should be fine now.
Nice game, I liked where it was going, but there could have been a lot more going on (you mentioned the scoring for example. But all in all, twas a quaint joy to participate in the locating of this gentleman's tea.
Fun mazes. I might suggest procedurally generating maps, so that there can be more levels with less extra work if you continue working on this game. I really liked the text, it was pretty funny.
I would have made the levels procedural, if I actually had experience with procedural generations, the game would be much more complete then, since I spent a lot of time just making those four levels... and thanks for the feedback guys! I figured the distance left would give a hint as to where the tea was(hint, he knows how far because he is so accustomed to the smell!), and since you can see most of the dead ends with the zelda-style perspective..
A real gentleman desperately needs his tea. What i didn't like is that the game difficulty derives all together from trial and error, meaning that once you discover (and remember) the route you're done. Anyways nice entry.
Yeah SkyWolf, that was my main thought going with this game, but keep in mind I had much more elaborate mazes planned, procedural generation would have kept it interesting.
I really like the little dude. The gameplay is sort of constrained by the limitations of all maze games, though the distance-o-meter helps to alleviate that somewhat (at least you don't always screw up, reload, go in a different direct, rinse repeat).
Really seriously like the guy. I like a man who dresses with dignity.
I like the core concept of having to navigate a maze using a "hot/cold" approach.
I had some trouble navigating the levels, though, as the character tends to hit the corners when moving horizontally. You could have made the collision mask smaller for the character, or the corridors a little bit wider.
Bearing in mind that many times you have to decide which way to go without any information, it would have been nice to have a reset key to restart the level and try a different direction whenever it becomes obvious you've taken a wrong turn.
Finally, the use of the theme is appropriate, but a little too much "on your face" a lot of the time, with so many repeated references to it.
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What i didn't like is that the game difficulty derives all together from trial and error, meaning that once you discover (and remember) the route you're done.
Anyways nice entry.
Really seriously like the guy. I like a man who dresses with dignity.
I had some trouble navigating the levels, though, as the character tends to hit the corners when moving horizontally. You could have made the collision mask smaller for the character, or the corridors a little bit wider.
Bearing in mind that many times you have to decide which way to go without any information, it would have been nice to have a reset key to restart the level and try a different direction whenever it becomes obvious you've taken a wrong turn.
Finally, the use of the theme is appropriate, but a little too much "on your face" a lot of the time, with so many repeated references to it.