Ooops, forgot to deploy the game to the server. Realised this about 13h after deadline. Feel free to downrate because of this :). Or at least make sarcastic comments as HelkeGames did :).
-- UPDATE 2: 2013-05-02 19:30 UTC
I fixed the loading issue, it's now 128^2 times faster :), (more like 10 times faster actually), and should only take like a second now. Also beefed up the perimiter, fixed a click bug in the top left corner, and moved the spawn location a bit deeper to make sure it always spawns stuck. Feel free to rate based on either version.
The inertia on the mouse control is a bit strange but the game is pretty playable. It's a bit hard to figure out what we're supposed to do... but after a little time, it begins to be quite fun. Nice entry :)
Really interesting mechanic (once I'd finally figured it out!), but it could definitely use some additional instructions or changes to the UI - since the art is so abstract it took me a while to realise the circles were the bombs I was supposed to be collecting.
Cool idea man! Really fits the theme, the motion is fluid and well controlled. I had to fiddle for a bit to figure out what to do, but once I figured out what I was doing it was fun.
And I like how you took it in your stride that you forgot to upload it in time ;) .
A little hard to play as my miner was going hyper-sonic. Not sure if that was my fault or not. Also, not entirely sure whats going on with the menus. Just needs a little polish and in-game explanation. Certainly would have helped me understand it a bit more.
To make the game feel a bit "bigger", i decided to be a bit sparse on the instructions :). The game isn't finished and adding an exploration aspect gave it some more depth :).
You always spawn stuck on the first level at the moment. The original plan was to make that the only obstacle on the first level, and have some in-game instructions on how to get loose, but didn't have time to implement in-game instructions.
The inventory fills up by type at the first empty slot, which means that you don't have enough room for bombs and squares of all colors, which means you'll have to focus on some colors. Because of that there can't be static slots for all the different types. I thought about having the inventory behave as a stack and let it collapse to the left whenever a slot became empty - but then you can't use muscle memory to trigger the different slots - since they would move around a bit more.
I had some plans to introduce more players, either AI or multiplayer, and make the bombs hurt players of that color as well, which is why there are more colours than slots in the inventory. Then you wouldn't be able to defend yourself against all other players, you'd have to resort to unload and stash your loot somewhere etc.
The control is a bit problematic. It used to be that you clicked to set a target, which is a bit more tablet/mobile-centric, but that was even harder to use, especially with a mouse. I think Ive got a better solution in the works though.
I took a little time to figure out how the gameplay works. But since i figured it out, the game became much better. The problem is that it loads very slowly. =/
Comments13
After I blew something up I was able to move around until time ran out. I scored 498 for my effort.
I think you needed more time, and I needed more instructions.
And I like how you took it in your stride that you forgot to upload it in time ;) .
Not sure if that was my fault or not.
Also, not entirely sure whats going on with the menus.
Just needs a little polish and in-game explanation.
Certainly would have helped me understand it a bit more.
To make the game feel a bit "bigger", i decided to be a bit sparse on the instructions :). The game isn't finished and adding an exploration aspect gave it some more depth :).
You always spawn stuck on the first level at the moment. The original plan was to make that the only obstacle on the first level, and have some in-game instructions on how to get loose, but didn't have time to implement in-game instructions.
The inventory fills up by type at the first empty slot, which means that you don't have enough room for bombs and squares of all colors, which means you'll have to focus on some colors. Because of that there can't be static slots for all the different types.
I thought about having the inventory behave as a stack and let it collapse to the left whenever a slot became empty - but then you can't use muscle memory to trigger the different slots - since they would move around a bit more.
I had some plans to introduce more players, either AI or multiplayer, and make the bombs hurt players of that color as well, which is why there are more colours than slots in the inventory. Then you wouldn't be able to defend yourself against all other players, you'd have to resort to unload and stash your loot somewhere etc.
The control is a bit problematic. It used to be that you clicked to set a target, which is a bit more tablet/mobile-centric, but that was even harder to use, especially with a mouse. I think Ive got a better solution in the works though.