
bloody tentacles
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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this is my tech demo i mean game "bloody tentacles"
you are an eyeball and/or jellyfish monster and need to kill people who fly in helicopters and then get to the exit. as you kill more things your tentacles get bloodier.
also dodge the spikes that are on the walls in the later levels.
controls / how to play:
the controls are at the bottom of the page and the rest is supposed to be somewhat discoverable in the game but i am not great at level design, so here it is anyway.
- you move around with wasd or arrow keys and can aim your tentacles by clicking where you want them to point at with your mouse.
- enemies will be damaged when they hit your tentacles.
- once you kill all the enemies the exit to the level will open and its position will be indicated
- there are 5 levels before you win.
- you are damaged by colliding with enemies or their missiles or spikes.
- if you die you come back as a slightly smaller version of yourself. when you complete a level you get full health, an extra life (up to a maximum of 2) and grow bigger again.
note on the post-jam version:
don't score me on it. really.
if it doesnt work for you, try the other one. it's been tested on more systems. particularly i dont have access to linux, but i know the released version works on it. this one, i'm less confident about.
most of the bugs and changes are minor and i probably wouldnt put it up if someone didnt call me out on them on irc.
this is the list of the bugs that i have fixed in the post-jam version.
- make bullets actually fire. this had caused the 'damage when nothing is there' bug. bullets were staying in place since they had 0 velocity and were hard to see). most enemies have rockets so this was not a big deal.
- make tentacle-enemy collision detection more accurate when on the right side of the screen (... don't ask).
- make exit particles come from you instead of to you (this is the only one that is not really a bug, but makes it more obvious you are not being shot once you beat the level).
- optimize how blood particles are handled, hopefully leading to fewer dropped frames.
you are an eyeball and/or jellyfish monster and need to kill people who fly in helicopters and then get to the exit. as you kill more things your tentacles get bloodier.
also dodge the spikes that are on the walls in the later levels.
controls / how to play:
the controls are at the bottom of the page and the rest is supposed to be somewhat discoverable in the game but i am not great at level design, so here it is anyway.
- you move around with wasd or arrow keys and can aim your tentacles by clicking where you want them to point at with your mouse.
- enemies will be damaged when they hit your tentacles.
- once you kill all the enemies the exit to the level will open and its position will be indicated
- there are 5 levels before you win.
- you are damaged by colliding with enemies or their missiles or spikes.
- if you die you come back as a slightly smaller version of yourself. when you complete a level you get full health, an extra life (up to a maximum of 2) and grow bigger again.
note on the post-jam version:
don't score me on it. really.
if it doesnt work for you, try the other one. it's been tested on more systems. particularly i dont have access to linux, but i know the released version works on it. this one, i'm less confident about.
most of the bugs and changes are minor and i probably wouldnt put it up if someone didnt call me out on them on irc.
this is the list of the bugs that i have fixed in the post-jam version.
- make bullets actually fire. this had caused the 'damage when nothing is there' bug. bullets were staying in place since they had 0 velocity and were hard to see). most enemies have rockets so this was not a big deal.
- make tentacle-enemy collision detection more accurate when on the right side of the screen (... don't ask).
- make exit particles come from you instead of to you (this is the only one that is not really a bug, but makes it more obvious you are not being shot once you beat the level).
- optimize how blood particles are handled, hopefully leading to fewer dropped frames.