I kept on working a couple hours after the deadline, hence why there are two versions. Use the (compo) one if you want to be strict, or the (post-compo) if you want to try the new mechanic.
The difference is how the unconventional weapon work. One has http://cpc.cx/bVX while the other has http://cpc.cx/bVW . But for both, the aim is to create an attraction field in such a way that the bullets arc back toward the enemies.
Oh, and don't try too hard to complete the game. I did code a winning condition, but I doubt anyone can reach it. Earlier version had just the spinners, and would have been very hard but beatable. But then I added many new enemies, and didn't get the time to properly balance everything.
For Windows: Download one of the two window .zip, unzip, run the .exe
For OS/X: You have to manually get the Löve engine (version 0.9.2, not higher, not lower) at https://love2d.org and feed it the .love file I put in the download links.
Please note that the window executable (that is, the file "Archatrep V0X.exe") is both an exe and a zip. By opening it through winzip/7zip, you get all the source code and art asset.
Similarly, the .love file is actually a renamed .zip file, containing all the source code, images and sounds.
At the begining I couldnt figure how to properly swim, but then I somehow got it and swimming aroung became a lot of fun, also its surprisingly immersive because of the sound
J
joppiesaus20 Apr 2015, 13:29
Interesting mechanics. You use their attack as your attack. Nice graphics. It was for me hard to figure out what I needed to do. You die really fast, which is itself not a problem, but the gameover screen is. Every time you need to see the screen going black all over again, which is to me annoying(polisshh) It's not really fun to me, but it's nice to do for some time. Neat.
Sometimes I start the game and it ends immediately as i am spawned atop the enemy. Firing seems to work some times but the firing direction seems to be kind of random. Maybe I just don't understand how to try to aim the bullets correctly. Maybe some more instructions? Otherwise the controls are smooth enough.
Another great game, the swimming is really well done. Movement is something that takes a lot of tweaking and finetuning to get right, and therefor is rare in gamejams. I am very impressed!
I also found it extremely fun that you can bait the enemies to kill each other, I spent most of my time trying to do that :D
joppiesaus: I planned to have a health bar, because indeed death happens too quickly. Didn't make it though. I put a two seconds forced delay between the game over and the moment you can restart, because otherwise, if you happened to press a key at the same time, you wouldn't even see the game over screen. But maybe two seconds is too long.
DKoding: Yeah, in V08 you spawn way too close to an enemy, so if its randomly chosen direction make it head toward you, you indeed die unfairly. I fixed that for the V09.
Windmill Games: It's just a matter of adding a little inertia. Key press increase your speed in that direction, and speed is constantly slowly decreased.
Something like:
if key=="up" dy=dy+1 if key=="down" dy=dy-1 if key=="left" dx=dx-1 if key=="right" dx=dx+1 x=x+dx y=y+dy dx=dx*0.95 dy=dy*0.95
The bullet sounds are me dropping and pushing over a little metal stud. The spiny thing death sound is me clapping hand, played at a much slowed down speed. The wavy thing is me flapping a bag, at a lowered pitch.
I used Audacity to record, clean, cut, denoise, amplify and tweak the pitch and speed of the sound clips.
I could not figure out how to use the weapon. I pressed space a and e as the on screen text indicated but nothing seemed to happen. It was fun to swim around anyway.
(gajop here): The controls were smooth, but a bit confusing (I seem to both fire and move using A?). I immediately get spawned on top of enemies which prevents me from learning the controls. I really had no idea how to fire initially (I think this was broken).
I tried the post-compo version which fixes the spawning and firing issue. I still think it's confusing to bind attack and movement on the same key. I didn't really understand how to play until I've looked at your gifs, and still it was more confusing than I would've liked. The game is also a bit too hard (I died a lot), and the long Game overs (as well as the occasional enter-into-chat) makes me not want to play for long (I went as far as the crabs).
I liked the graphics and the underwater scenario. Also the sound fitted very well. Controls were confusing. I think the method left/right/accelerate/decelerate would be better for a swimming game. I completely failed to kill an enemy - I think you have to reflect their bullets? Anyway, the mood was good and the game does fit the theme. Some tweaks and it'll be way more fun! Nice one!
Comments17
Neat.
Traceback:
main.lua:164: in function 'InitInking'
main.lua:523: in function 'load'
[C]: in function 'xpcall'
I'm using LÖVE 0.9.1.
I also found it extremely fun that you can bait the enemies to kill each other, I spent most of my time trying to do that :D
Well done!
http://www.love2d.org/wiki/ParticleSystem:setLinearDamping is indeed only available in 9.2
joppiesaus: I planned to have a health bar, because indeed death happens too quickly. Didn't make it though. I put a two seconds forced delay between the game over and the moment you can restart, because otherwise, if you happened to press a key at the same time, you wouldn't even see the game over screen. But maybe two seconds is too long.
DKoding: Yeah, in V08 you spawn way too close to an enemy, so if its randomly chosen direction make it head toward you, you indeed die unfairly. I fixed that for the V09.
Windmill Games: It's just a matter of adding a little inertia. Key press increase your speed in that direction, and speed is constantly slowly decreased.
Something like:
if key=="up" dy=dy+1
if key=="down" dy=dy-1
if key=="left" dx=dx-1
if key=="right" dx=dx+1
x=x+dx
y=y+dy
dx=dx*0.95
dy=dy*0.95
I used Audacity to record, clean, cut, denoise, amplify and tweak the pitch and speed of the sound clips.
The controls were smooth, but a bit confusing (I seem to both fire and move using A?). I immediately get spawned on top of enemies which prevents me from learning the controls. I really had no idea how to fire initially (I think this was broken).
I tried the post-compo version which fixes the spawning and firing issue. I still think it's confusing to bind attack and movement on the same key.
I didn't really understand how to play until I've looked at your gifs, and still it was more confusing than I would've liked.
The game is also a bit too hard (I died a lot), and the long Game overs (as well as the occasional enter-into-chat) makes me not want to play for long (I went as far as the crabs).
Because I play with arrows, I didn't notice I bound A to both fire and movement until the day after. Sorry for this silly error of me.
https://love2d.org/forums/viewtopic.php?f=3&t=80063&p=183192#p183192
Controls were confusing. I think the method left/right/accelerate/decelerate would be better for a swimming game.
I completely failed to kill an enemy - I think you have to reflect their bullets?
Anyway, the mood was good and the game does fit the theme. Some tweaks and it'll be way more fun!
Nice one!