So.. my first game jam and first game ever are just finished! I'm very pleased with the result, even if there are still a lot of features I want to add and the graphics are pretty bad(made them in ten minutes in Photoshop).
Here is a quick recap of the game:
--You need to survive as long as possible avoiding spikes, rockets, and lasers. After ten lives, you die. --The lab is always evolving: every ten seconds, something happens: gravity changes, obstacles get added etc.
It's written in the description, every ten seconds(there's a timer in the lower left)something happens, like rockets getting faster, laser charging faster, gravity change, etc. The small icons represent what will happen next.
hey this was actually pretty well put together! And tbh it has more then enough to do with the theme. 10 seconds was a pretty bland theme :P. GJ! -@TeddyNashor
I really liked this concept. The moment that totally sold me was the gravity change. I died almost instantly once that happened but the shock of it and how I scrambled to recover was really fun. Having so many lives kind of takes away from the feeling of trying to play perfectly but other than that it very very cool. Great Job!
Survived almost 3 minutes. Overall good, but I find that the difficulty was not climbing that much fast, somehow lowering the pace of the game. Gravity change don't happen often either. The music is pretty good, was it made for the compo?
Nice work ! I love this kind of survival game which become harder with time. Your controls are a bit weird (you can jump in mid-air if you fall from a platform), but it's nice to play yet. Good job ;)
@Sebastian Yeah that was planned, i will still work on it for five days dor the GiTD contest by adding upgrades, better graphics, more effects, etc. and after it's finished I will upload it on Kongregate
That was awesome! Thought it'd probably be a lot simpler for the player if the controls didn't adjust with the gravity, and rather stayed based on the orientation of the screen.
Frantic survival action with multiple maps. Very nice! Perhaps the overall grey color was a bit dull but still a solid game! The music was also pretty good!
It feels like it's getting harder way to slow. Yes, I die as I crash into stuff, but 1-2 minutes into the game doesn't really feel harder than at the beginning.
Great game, decent use of the theme, I like the gravity changes and other mechanics. (too many lives though and hard to see that those things on top were lives).
Awesome music. Falling after the jump felt "floaty". Don't know if that was intended. Also, When gravity changes, controls become really hard. Have you considered changing the controls in different orientations? Great game.
Nice idea! Wasn't particularly fond of the controls, but the audio is fantastic! What did you use to make the sound effects and music?
I did get stuck somehow on my first playthrough. I was near a corner when the gravity shifted. Then, somehow my guy disappeared. I think he may have been shifted into the wall somehow? Not sure.
The life was unnoticed at first, it looked more map environment.. The jump is a little buggy. It comes down too slowly and you can jump at mid-air, if you are falling off a platform. But i see you put a lot of effort in it, so keep going!
Also I found a bug when the gravity changes from right to the default down. If you stand in the bottom corner you fall out of the map and can't be destroyed.
I love the music and gameplay. It's a really god action survival. The only point I don't get is what those down falling arrow means? Enjoyed it, great job :)
That was fun. Nice frantic gameplay. Online high scores would have been nice. Hmm, somehow the player has disappeared with two lives left and the game is continuing...
The visuals could maybe do with a bit of polish but the variety keeps this game fresh and makes for a very enjoyable experience. The music is great too.
I really like the interpretation of the theme and the concept you came up with! The game is fun and provides a nice difficulty curve. The music fits well!
Two things that would make the game better in my opinion: - Instant-death instead of 10 lives. Being hit carries not much meaning right now in the beginning. - Interesting events that change the environment of the lab. Maybe I was just unlucky, but everything I got was more of the things that were already there: Spikes and Rockets.
That's a pretty great "first game ever"! Congratulations!
Nice game, but needs some more tweaking in my opinion. It felt like the difficulty was rising too slowly at the beginning. And there are often safe spots in the map where you can just hide until the next gravity switch/rocket that spawns right next to you. The gravity switches could be more frequent, as they require you to adapt your strategy, so that you can't do the same thing over and over again.
About your jump... I looked at your source code and you seem to have done it correctly with gravity acceleration. But at runtime there is no downward acceleration at all. The falling velocity is constant at 0.8 without accumulating! And the jump velocity of 30 only actually lasts for one update when it's supposed to be (30) - (.8) - (.8)...!
My theory is that somewhere in your code it is resetting Game.player.vy to zero on every update! So the next update will be using (0) - (.8) instead of (30) - (0.8) as vy!
Otherwise, it could be that "this.vy += this.gravity;" is not doing addition assignment but assignment only??
It's pretty clear what the problem is, but I just can't find it in your source code! This is so weird... If you write some code to print out the player.vy at different places in your program for debugging, it might be possible to find where the problem is!
I FOUND YOUR BUG!!! Just thought of this as I woke up. Can't believe I didn't realize this last night(er...this morning).
Inside player.as you have: private var friction:Number = .8;
Then at the end of player.update(): this.vx *= friction; this.vy *= friction;
Your friction is very high for player and will only restrict maximum downward velocity, but not upward velocity!
On the way up, you have: vy = -30, (-30+0.8) *0.8, ((-30+0.8) *0.8)+0.8) * 0.8... so on until player is going downward which is = 30, 23.36, 18.048...
But on the way down you have: vy = (0 + 0.8) * 0.8, ((0 + 0.8) * 0.8) + 0.8) * 0.8... So on, but only until vy == 3.2 Because (3.2 + 0.8) * 0.8 == 3.2 !! Your vy downward can never exceed 3.2, but your vy upward is way higher than that, like 30, 23.36, 18.048...! That's why you have a very fast jump upward, but very slow fall downward!
If you change the player's friction so that 0.8 / (1-friction) >= 30
which is: friction >= 0.973333333... Then your current code will produce a nice parabolic jump!
Better yet, remove this.vx *= friction; this.vy *= friction; from player.update() altogether and just set your initial jump speed and your gravity to something lower. Your jumps will look a lot more natural!
@theholychicken Thanks, man! That was indeed what was wrong. Didn't even notice that the jump was odd after having played it so many times. Well... you deserve at least a place in my credits(i added a map for them) and your games will be the first i will play in all next LD! Thanks again (Impressive that you understood something about the source code, even I don't understand anything anymore)
But what does this have to do with the theme..?