
Melter
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
Melt & bridge your way through 3 levels. Reach the medallions. Avoid hazards.
Video Walkthrough:
http://masonvideo.tumblr.com/post/117352447627/play-through-of-my-ludum-dare-entry-melter
Protips:
You have two types of projectiles. One creates temporary blocks which can be walked on. The second type melts blocks. They alternate automatically; the mouse cursor icon changes to indicate which projectile is next.
Use the mouse to aim & shoot; distance from player controls velocity. Press "E" to invert aim.
Admittedly the aiming controls need work.
Enemies cannot be directly destroyed.
The flags are checkpoints. Touch to activate.
Bug note:
If you fall through the "Lava" and the stage doesn't reload, press R. Sometimes the collision isn't triggering properly. It usually triggers properly though... so... don't worry... too much.
Performance note:
Because the levels are destructible, it became necessary to simulate physics for every object in a level simultaneously. Otherwise the enemies & decorations would fall as they unevenly popped-in. There are better ways of doing it but I needed a fast workaround. This may lead to low framerates on some setups. Different flash players can also make a great difference.
So tired... zzzzz
Enjoy?
masonlindroth.tumblr.com
Video Walkthrough:
http://masonvideo.tumblr.com/post/117352447627/play-through-of-my-ludum-dare-entry-melter
Protips:
You have two types of projectiles. One creates temporary blocks which can be walked on. The second type melts blocks. They alternate automatically; the mouse cursor icon changes to indicate which projectile is next.
Use the mouse to aim & shoot; distance from player controls velocity. Press "E" to invert aim.
Admittedly the aiming controls need work.
Enemies cannot be directly destroyed.
The flags are checkpoints. Touch to activate.
Bug note:
If you fall through the "Lava" and the stage doesn't reload, press R. Sometimes the collision isn't triggering properly. It usually triggers properly though... so... don't worry... too much.
Performance note:
Because the levels are destructible, it became necessary to simulate physics for every object in a level simultaneously. Otherwise the enemies & decorations would fall as they unevenly popped-in. There are better ways of doing it but I needed a fast workaround. This may lead to low framerates on some setups. Different flash players can also make a great difference.
So tired... zzzzz
Enjoy?
masonlindroth.tumblr.com