Funny weapon using gravity, after kill the enemy once.. I thought you would get more enemies or a larger world with obstacles and such.. but yeah, its only 48 hours ;)
java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBDebugOutput.glDebugMessageCallbackARB(ARBDebugOutput.java:104)
I like the idea, and it's kind of fun at the beginning, but it gets repetitive quickly once you find how to hit the AI. Some more level with tougher enemies would have been great.
@Docjekyll: I'd like to understand why the game does not start on your computer. What version of java do you have installed? Could you type "java -version" in the command line and give me the result? I'm afraid this will not work under Java 1.7.
Also, do you only have this error message, or can you provide me with a full stack trace?
The sound effects could have been a bit more subtle. They were a little bit too... blunt I suppose? Some background ambiance would have also helped balance things a bit. With the visual style I'd imagine something sort of soothing. And the sound effects being very subtle.
The effects felt a little less like magnetic attraction and more like standard velocity and speed. It sort of just tries to move towards you as fast as it can, no matter how close or far away you are. Of course it doesn't have very good "brakes" haha, so it normally overshoots your positions. I'd imagine this is what's going on behind the scenes, which is why it feels like it does. It would have been interesting if it were more like a magnet, and you have to move towards it to pull, but there's the danger of it getting too close and... well, you know, you've probably played with magnets before.
Semantics aside, the gameplay is straightforward and generally works well. I was slightly confused at first as to what was going on but I picked up soon enough how the game worked and what I needed to avoid and lure around. Played one round successfully and felt like I had enough.
It gets a bit tedious attracting the thing around into the wrenches. You pick up pretty quickly how easily the thing overshoots you and it's pretty simple to get it to go where you want it to go. So the challenge and learning how to lure it around was a bit bland.
Art wise the game is kind of pleasing all considering. The colors chosen were nice, though I don't think the wrenches fit with the rest of the game's geometry. They felt pretty out of place to be honest and I think substituting them for something more abstract and basic would have gone along with the other pieces well.
@CriticalMammal Thanks for your detailed review. This is my first LD compo and I spent 80% of my time coding the underlying rendering code and interfacing it with physics. This definitely lacked playtesting and adjusments.
I designed most of the game with basic placeholders (cubes and tores) and quickly did some modeling at the end to replace them; hence perhaps the mismatch your perceived.
The movements of the enemy are force-based but this is not supposed to model a gravity field; the player/wrenches interaction does, though.
Managed to kill the enemy despite the lack of azerty support :D. Really cool idea, I would've liked an effect when my field is active, but other than that, pretty fun.
Comments16
I'm running Windows 7 SP1
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBDebugOutput.glDebugMessageCallbackARB(ARBDebugOutput.java:104)
on OS X 10.10 :(
Some more level with tougher enemies would have been great.
Also, do you only have this error message, or can you provide me with a full stack trace?
I uploaded a new version which should not halt with this error message on your system.
The effects felt a little less like magnetic attraction and more like standard velocity and speed. It sort of just tries to move towards you as fast as it can, no matter how close or far away you are. Of course it doesn't have very good "brakes" haha, so it normally overshoots your positions. I'd imagine this is what's going on behind the scenes, which is why it feels like it does. It would have been interesting if it were more like a magnet, and you have to move towards it to pull, but there's the danger of it getting too close and... well, you know, you've probably played with magnets before.
Semantics aside, the gameplay is straightforward and generally works well. I was slightly confused at first as to what was going on but I picked up soon enough how the game worked and what I needed to avoid and lure around. Played one round successfully and felt like I had enough.
It gets a bit tedious attracting the thing around into the wrenches. You pick up pretty quickly how easily the thing overshoots you and it's pretty simple to get it to go where you want it to go. So the challenge and learning how to lure it around was a bit bland.
Art wise the game is kind of pleasing all considering. The colors chosen were nice, though I don't think the wrenches fit with the rest of the game's geometry. They felt pretty out of place to be honest and I think substituting them for something more abstract and basic would have gone along with the other pieces well.
I designed most of the game with basic placeholders (cubes and tores) and quickly did some modeling at the end to replace them; hence perhaps the mismatch your perceived.
The movements of the enemy are force-based but this is not supposed to model a gravity field; the player/wrenches interaction does, though.