This is not quite a successor to my previous Ludum Dare entry, but rather a re-imagining of the second level. Despite the similarities, all assets were painstaking redone by hand, including the blue box, and this time I even got the bug of the arrow on his head to not fade away and always be pointing the correct direction! You can refresh your memory of that game at http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=3320
Unfinished business: The floor does not explode in a spectacular fashion as planned, but rather disappears. The win condition was hard enough for me to achieve so it has been poorly tested. There are lots of typos through out; please forgive me. The text was done with 640x480; if you run it at different resolutions, the score will appear in funny places. Documentation notice: I say something about ten second timer on each room, but what I had meant is that for each room you get ten seconds, and the timer doesn't reset if you re-enter a room - the timer is at whatever you left it at.
A postmortem won't be done for at least a week, and that is likely when I'll start rating games - I'm not available next week (and I shouldn't have taken the time to do this - but you know what - it was worth it).
Cheers and thanks for playing! Everyone who leaves a comment gets their game rated! I am quite curious to find out if any one can get a perfect score.
Run in the monster. Right behind the door :-( Sometimes I even run away through a door being stuck with 3 walls and behind me the monster coming in :-(
The monsters are a bit weird, but I do like the game! I featured this game in my video compilation series of Ludum Dare 27 games, if you'd like to check it out :) http://youtu.be/biBzDWmV3kc
This game was fun, but a bit unpolished (not surprising for a Ludum Dare game). If you gave the monsters path finding and made the arrow point the right way (I assume it's meant to be pointing in the direction you're facing) it could be quite good. Also, it would be nice if you could see a bit of the areas above and below like you can the areas to the left and right, to help avoid running into monsters right behind doors.
A poor entry, with weird controls (reversed direction when going backwards). We are stuck into walls if we don't stop moving, and monsters are cheating, but the gameplay is here. I like the fact that we fall through the floor after 10 seconds. A bit cruel.
As you said in my page, your game resembles a bit mine, but I have random single rooms, instead of a fixed map (randomly generated). The game is interesting but I'd prefer a path finding system for monsters, cause they often suddenly kill me without I have the time to avoid them. I like camera change when die. :)
I like the idea of a run-away game with this controls and this point of view. You should fix the bug that lets the monster and the player going through the walls.
I had a hard time adapting to the controls, and I felt like the AI cheated by cornering my into a wall each time. That being said, the idea is not that bad, and I like the labyrinth being different each time I played it.
This seems like a good start to a larger game. I like that you modeled the enemies and added cinematic camera movement, little touches like that go a long way. I think that it would be beneficial to give clearer indication of player movement, but I adjusted pretty quick. Only major issue was some of the ghosts would spawn in a doorway right as I reached it.
Sometimes I even run away through a door being stuck with 3 walls and behind me the monster coming in :-(