Here is my Lua/Love2d game, I hope you'll enjoy it!
The aim is to fill the timer by collecting clocks. You can play either with the keyboard or a joystick/gamepad. There are five levels.
Linux users: Install love with your favorite package manager, then download FiveSeconds.love and run `love FiveSeconds.love' (or double click it in your file manager)
Windows users: If you already have love installed, you should be able to run the .love file directly. You can also download FiveSeconds-windows.zip, unzip it, and run FiveSeconds.exe.
Mac users: If you already have love installed, you should be able to run the .love file directly. You can also download FiveSeconds-macosx.zip and do whatever you need to do with it.
Web version: If you have a WebGL enabled browser, you can try the web version. It may be slower than the native version, though.
Update: I converted the wav sounds to Ogg Vorbis. Hopefully the problems that some are experiencing after collecting a bullet are gone now.
Update: Web version uploaded (you need a WebGL enabled browser). I have rather low FPS on my netbook but it's still kind of playable (I finished the game). On my work computer, it works just as well as the native version. I don't know if gamepads work in the web version, because my Chromium doesn't like WebGL and my Firefox doesn't like the GamePad API.
Had a similar concept in mind when I first heard the LD theme. Your execution is quite good! A more deterministic way of telling what items come next and where they go could make the game more complex (maybe). Nonetheless a fun little game.
Like the idea, but had a little problems with the controls. Was able to get the game to hang when the time was running out and either an action was taken or a clock was picked up.
@Dioiminik: You can't move after collecting a bullet? That's strange, I've never had this bug. Does it happen every time or only sometimes?
@Zuige: You have to collect clocks as quickly as possible. You win when you have more than 10 seconds left.
@Diogo Muller: Yes, the next item/enemy is determined randomly every second, so sometimes you have a lot of enemies and sometimes very few :(. You shouldn't get only enemies, though, if the time is low and there are only enemies, the game will spawn a clock or a bullet (and if there are only bullets, the game will spawn a clock or an enemy).
@apaneske: Ok, I'll try to see where those hangs come from.
It was nice meeting you at the event, I'll make sure your brother is kept up to date with future events and he'll trickled the info down to you I hope ;)
Mac user here, the Mac standalone works without a hitch. As for the game, I found it difficult to control (I'm using the keyboard). The character was so fast that it was easy to overshoot your target and waste time. Bullets were really hard to use on level 3, as well, which is where I stopped. But the first two levels were still pretty fun.
Damn, this must be easier with a pad, 'cause I can't get past level 5 with a keybaord >< Very good. The sound every second should be a little less loud, I think. By the way, is that the sound of a pen falling on a table ? :P
I also had some technical issues with the game. When I would pick up a bullet, the game would momentarily stall. One time it hung the game completely. I was able to trace it to the `play_touc` function. Not sure why, but if I comment it out, the game runs perfectly.
Personally couldn't get beyond Level 3. I'm just not very good at this kind of game.
I think the game might be made a bit more interesting if there were a trade-off that the player had to make with respect to getting more time and killing enemies. Right now, killing enemies is the obvious best approach, since it makes it easier to survive, and will provide extra time. Might be interesting to mix that up a bit.
@alts: Thanks! The play_touc function plays a .wav sound whereas most other sounds are in .ogg, and I've seen in the doc of Love that playing .wav sounds is buggy, so maybe that's the reason. I wasn't expecting it to be that buggy, though... I'll post a fixed version tomorrow.
It's amazing how fun this game is, without any need of good sounds or graphics (no offense). I'm glad I can play it at last. Level 5 is a real bitch (but also thefunniest)
Very good entry for the 48 hour compo. I like the idea of using time as both a resource to manage and a victory condition. The only real problem was that hat the controls felt pretty loose sometimes; I'd be trying to get a bullet but just end up dancing around it and lose. The RNG nature of some of the levels (that last one in particular) was also a little frustrating, but the levels are quick so restarting was never really painful.
I uploaded a new version where I converted the wav sounds to Ogg Vorbis. Hopefully the problems that some are experiencing after collecting a bullet are gone now.
nice concept, took me a death or two to figure out the limited bullets. but I got it. player moves almost too fast for me to control well. but I think that's my limitation not the games. Overall very well done. Also Nice whistle
Really nice little game, with plenty of polish :) The keyboard movement needs to be adjust though: it's far to "fidgety". I'd recommend adding an artificial "gravity" (that's what Unity calls it anyway) to the keyboard inputs. That is rather than snapping immediately from -1 to 1 when you release LEFT and press RIGHT, have a linear interpolation of each axis towards the current input. You get this "by default" with a joystick so I can see how the game would work with a gamepad, but with a keyboard it's a bit tricky at the moment.
I uploaded a web version, in case anyone is interested (you need a WebGL enable browser, and it's slower than the native version).
@wilbefast (and others): Indeed, I should have done something like that, it didn't occur to me at the time. I'll remember it for the next Ludum Dare :-)
Nice use of the theme. It's different from the majority of games I've played.
I played this on google chrome. FPS seemed normal, but controls were really troublesome. You move so fast that it's really difficulty to control precisely where you are going.
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@Zuige: You have to collect clocks as quickly as possible. You win when you have more than 10 seconds left.
@Diogo Muller: Yes, the next item/enemy is determined randomly every second, so sometimes you have a lot of enemies and sometimes very few :(. You shouldn't get only enemies, though, if the time is low and there are only enemies, the game will spawn a clock or a bullet (and if there are only bullets, the game will spawn a clock or an enemy).
@apaneske: Ok, I'll try to see where those hangs come from.
Thanks for playing everyone!
It was nice meeting you at the event, I'll make sure your brother is kept up to date with future events and he'll trickled the info down to you I hope ;)
Personally couldn't get beyond Level 3. I'm just not very good at this kind of game.
I think the game might be made a bit more interesting if there were a trade-off that the player had to make with respect to getting more time and killing enemies. Right now, killing enemies is the obvious best approach, since it makes it easier to survive, and will provide extra time. Might be interesting to mix that up a bit.
Nice work!
@wilbefast (and others): Indeed, I should have done something like that, it didn't occur to me at the time. I'll remember it for the next Ludum Dare :-)
I played this on google chrome. FPS seemed normal, but controls were really troublesome. You move so fast that it's really difficulty to control precisely where you are going.