*Humorous Title!* is a lovely game full of dodging, lines, perspective, and more lines. In it, you can experience the joys of minimalism first-hand by leveling down each of the three categories, Color, Geometry, and Gameplay. Or, if you choose, you can avoid the minimalism by leveling them up. Whichever you decide, your gaming experience is not complete until you reach lvl 5 of Gameplay - it's pretty crazy. Really.
Controls: Keeping with the minimal theme, controls for *HT!* are mouse, mouse, and more mouse (and Esc to pause).
Tools: *HT!* was made 'from scratch' in C++ with SDL/OpenGL. The graphics and font were either made programatically or with Aseprite. And the meager sound effects were made in sfxr and powered by SDL_Mixer.
Nice game and idea. On the first level if I failed once the second change I could go through walls without hitting them, not even the sound was played.
Great minimalistic game concept and graphics. And fun to play. :D
For some reason I couldn't hear any sound. (And yes my loudspeakers are on ;) ) It would be really nice if it was visible how far the square is in the space, I intuitively assumed that the square was at the depth of the screen, which it isn't.
This game was an absolute blast. I played it over and over again trying different combinations of gameplay, geometry and color. That adjustment system turned a simple yet fun game into something really marvelous. Amazing job!
Needed some time to realize I have to go through the structures, not around them. Pretty game, but sometimes I die without knowing why (I was in front of the holes).
I played through enough to see the each of the different levels of each stat in action -- from black and white to psychedelic, 2D to depthy 3D, and static squares to rotating polygons. I couldn't manage to beat the rotating one though. :) This is really good.
Constructive criticism: -It's hard to know how far away you are from the wall, and if you are through or not. I think it would be better if you hit the wall or go through if the camera is much closer to the camera. It feels weird that the cursor was me instead of the camera being me. -With the rotational stage, I think resetting to no rotation each time you die was kind of annoying. I would have made it either keep rotating, or if you really needed to reset the rotation back to nothing, I would have made it rotate in the other direction each time it did that. I think the best thing though, would be if it changed the direction of rotating each time you died, but didn't reset the rotation to 0 in-between. -Some win/lose animations/screens and audio would have been nice.
Overall, well done. You did a good job and I had a fun time playing.
Well I thoroughly enjoyed that! Once you sort of get in the zone it's like you gain a sense of the depth of your avatar dot. Oh and you weren't kidding about level 5 gameplay!
Comments23
For some reason I couldn't hear any sound. (And yes my loudspeakers are on ;) )
It would be really nice if it was visible how far the square is in the space, I intuitively assumed that the square was at the depth of the screen, which it isn't.
Constructive criticism:
-It's hard to know how far away you are from the wall, and if you are through or not. I think it would be better if you hit the wall or go through if the camera is much closer to the camera. It feels weird that the cursor was me instead of the camera being me.
-With the rotational stage, I think resetting to no rotation each time you die was kind of annoying. I would have made it either keep rotating, or if you really needed to reset the rotation back to nothing, I would have made it rotate in the other direction each time it did that. I think the best thing though, would be if it changed the direction of rotating each time you died, but didn't reset the rotation to 0 in-between.
-Some win/lose animations/screens and audio would have been nice.
Overall, well done. You did a good job and I had a fun time playing.