Two different worlds connected by a single mind. Control two characters using one, common control scheme. Try to focus on two half-screens simultaneously, and repel never-ending waves of enemies.
Controls: WASD - move characters arrows - shoot in target direction
Very fun and challenging! I really like how even with a simple level layout it's still really hard to multitask both characters when they bump into the obstacles and are out of sync with one another. Well done!
Very cool. Was a challenge concentrating on both sides simultaneously. The only thing that couldve been better would be an improved pathfinding by the AI, so you cant lure them around the borders of the map so easily.
@Jaloko, belowzerogames, Ossi, mrexcessive, Lars Faust, simileinchen, Mezzenstein, mrspeaker, panurge, icedvariables, glocks: About "multitasking difficulty" - Even I was shocked how difficult it can be while I was making this game. I think I may try to make something post-ludumdare concentrated around that mechanic. Also - unfortunately lack of time translated into lack of balance on later levels.
@theCoder15, Prynok I thought it might be better to polish than add many rough elements but it hurts when I see how many crucial thing I didn't implement...
@Lars Faust Oh it totally sucks! There should be normal path finding but haste took it away ;) At least you can kite them to lower difficulty ;)
@Mezzenstein Binding of Isaac was a part of my inspiration set ;)
Nice art! I like the mechanic a lot. If the camera was zoomed out a big, or the resolution was just bigger (a downloadable version would have been awesome) it would have been easier to see shots and enemies coming in. A more intense difficulty curve would have helped me get into it faster, personally. Really nice overall.
Cute graphics. Sounds too. Kinda hectic, but at the same time it's a little simple.
I'd like to see some opportunity to strategize instead of just spamming the fire buttons constantly.
Maybe have friendlies (or powerup pickups?) to avoid shooting in only one of the worlds, or maybe increased bonuses for simultaneously killing enemies in both worlds.
Overall though, it's well executed. No annoying menus to wade through, unskippable intros, anything like that. Getting into the game is quick, restarting on death is quick, and all this stuff is a big plus in my opinion.
Really neat artwork, and a nice take on the theme. Some better sounds and music could have really elevated the fun factor, but we all know that there's not always enough time for that. =) Overall nice work.
Comments28
The only thing that couldve been better would be an improved pathfinding by the AI, so you cant lure them around the borders of the map so easily.
Got a score of 380.
This bubble shoot thing reminds me of binding of isaac.
simileinchen, Mezzenstein, mrspeaker, panurge, icedvariables, glocks:
About "multitasking difficulty" - Even I was shocked how difficult it can be while I was making this game. I think I may try to make something post-ludumdare concentrated around that mechanic. Also - unfortunately lack of time translated into lack of balance on later levels.
@theCoder15, Prynok
I thought it might be better to polish than add many rough elements but it hurts when I see how many crucial thing I didn't implement...
@Lars Faust
Oh it totally sucks! There should be normal path finding but haste took it away ;) At least you can kite them to lower difficulty ;)
@Mezzenstein
Binding of Isaac was a part of my inspiration set ;)
Kinda hectic, but at the same time it's a little simple.
I'd like to see some opportunity to strategize instead of just spamming the fire buttons constantly.
Maybe have friendlies (or powerup pickups?) to avoid shooting in only one of the worlds, or maybe increased bonuses for simultaneously killing enemies in both worlds.
Overall though, it's well executed. No annoying menus to wade through, unskippable intros, anything like that.
Getting into the game is quick, restarting on death is quick, and all this stuff is a big plus in my opinion.