
Atomic Rock Paper Scissors
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
https://www.youtube.com/watch?v=hldqf1ESOws
A weird vaporwave puzzle variant of the Rock Paper Scissors game!
Move the pieces around following the Rock Papers Scissors beating rule in order to get points. Chain attacks to get combo bonuses, but beware of what’s at the end of the chain!
As you make mistakes metal blocks start to appear, making it more difficult to create attacks. Whenever the metal bar is full, a new metal block is guaranteed to appear.
Get things right and you’ll eventually charge your NUKE BAR, which gets you a NUKE you can use to blow stuff up and clear the level. To detonate, put the nuke at the end of an attack chain. Create a nuke chain reaction to get a ton of extra points!
As you progress, metal blocks will start to appear naturally more often, which will force you to make strategical sacrifices in order to keep playing.
*Notes*:
* I couldn’t finish title screen and other options in time (like muting sfx or music, resetting the game, detecting game over conditions, special effects for combos, etc.), but the core gameplay is here. It probably needs balancing too. But such is the nature of Ludum Dare! ¯\\\_(ツ)\_/¯
* The power bars at the bottom indicate whether a nuke will drop or a metal bar will drop next. The nuke bar fills as you do good attacks and combos, or explode a nuke. The metal bar fills every time you make a mistake (your move ends up with your piece beaten). (If you do a combo attack that ends with your piece beaten, the metal bar fills with the combo too!) The original intent was for the CPU to counter-attack every move, so that’s what would fill the metal bar, making the game more and more difficult with time, requiring strategy. But due to time-constraints, I ended up making metal blocks appear randomly more frequently despite the metal bar level. So it kind of ends up confusing to have the bar around. But it’s too late now to change. :P
* The original intended gameplay mechanics involved the CPU counter-attacking your moves with some extra chain reactions happening, and pieces coming from all sides. This was our take on "unstable": the fact any move could throw off a whole range of actions. But due to time constraints we had to sacrifice theme for fun, and stick to this simplified mechanics, which, admittedly is not on theme, but it's at least simple and fun enough for a playable release!
* I developed the game under Chrome, but also tested with Firefox. Both seem to work fine, but hopefully there's no serious bugs! Small-screens are not supported, sorry!
*Featuring*:
* A crappy engine written from scratch! (what was I thinking?! D:)
* Double-retro vaporwave 16-bit aesthetics/graphics. (We heard it’s all the rage with the kids these days!)
* A shitty soundtrack loop made by a guy who has zero musical skills!
* ~~A pesky flickering bug that I have no idea where it is coming from!~~ OH MY GOD, FIXED IT!
* GreenSock's animation library and Howler's audio library.
* And ... not much more!
Anyway, we barely made it this time, and it was a lot of fun! I hope you guys enjoy whatever we managed to put together. <3
*Changelog*:
* *POST-JAM update*: *after* you've done playing and rating the jam version below, you may check out the post-Jam version as well! Many improvements were made in all aspects of the game, and gameplay is much more fun now.
* *v0.20*:
* Fixed major bug where getting a nuke with only metal blocks queued in to fall would hang the game. Major bummer for late-stage games!
* Added particle cap to improve performance in huge explosions.
* Fixed issue where too many explosions would make further explosions silent. Now a single sound is played and loudness is adjusted instead.
* *v0.15*:
* Fixed the sprite animations not playing, sped up the attack animation and FIXED THE FLICKERING BUG. It was caused by me removing sprites from the rendering list as I was drawing the list. This messed up when the particles were getting removed off the list halfway through the animation, and messing up the rendering of entities.
* Fixed "shine" of selected sprites not animating (pause = true was in the wrong object!)
A weird vaporwave puzzle variant of the Rock Paper Scissors game!
Move the pieces around following the Rock Papers Scissors beating rule in order to get points. Chain attacks to get combo bonuses, but beware of what’s at the end of the chain!
As you make mistakes metal blocks start to appear, making it more difficult to create attacks. Whenever the metal bar is full, a new metal block is guaranteed to appear.
Get things right and you’ll eventually charge your NUKE BAR, which gets you a NUKE you can use to blow stuff up and clear the level. To detonate, put the nuke at the end of an attack chain. Create a nuke chain reaction to get a ton of extra points!
As you progress, metal blocks will start to appear naturally more often, which will force you to make strategical sacrifices in order to keep playing.
*Notes*:
* I couldn’t finish title screen and other options in time (like muting sfx or music, resetting the game, detecting game over conditions, special effects for combos, etc.), but the core gameplay is here. It probably needs balancing too. But such is the nature of Ludum Dare! ¯\\\_(ツ)\_/¯
* The power bars at the bottom indicate whether a nuke will drop or a metal bar will drop next. The nuke bar fills as you do good attacks and combos, or explode a nuke. The metal bar fills every time you make a mistake (your move ends up with your piece beaten). (If you do a combo attack that ends with your piece beaten, the metal bar fills with the combo too!) The original intent was for the CPU to counter-attack every move, so that’s what would fill the metal bar, making the game more and more difficult with time, requiring strategy. But due to time-constraints, I ended up making metal blocks appear randomly more frequently despite the metal bar level. So it kind of ends up confusing to have the bar around. But it’s too late now to change. :P
* The original intended gameplay mechanics involved the CPU counter-attacking your moves with some extra chain reactions happening, and pieces coming from all sides. This was our take on "unstable": the fact any move could throw off a whole range of actions. But due to time constraints we had to sacrifice theme for fun, and stick to this simplified mechanics, which, admittedly is not on theme, but it's at least simple and fun enough for a playable release!
* I developed the game under Chrome, but also tested with Firefox. Both seem to work fine, but hopefully there's no serious bugs! Small-screens are not supported, sorry!
*Featuring*:
* A crappy engine written from scratch! (what was I thinking?! D:)
* Double-retro vaporwave 16-bit aesthetics/graphics. (We heard it’s all the rage with the kids these days!)
* A shitty soundtrack loop made by a guy who has zero musical skills!
* ~~A pesky flickering bug that I have no idea where it is coming from!~~ OH MY GOD, FIXED IT!
* GreenSock's animation library and Howler's audio library.
* And ... not much more!
Anyway, we barely made it this time, and it was a lot of fun! I hope you guys enjoy whatever we managed to put together. <3
*Changelog*:
* *POST-JAM update*: *after* you've done playing and rating the jam version below, you may check out the post-Jam version as well! Many improvements were made in all aspects of the game, and gameplay is much more fun now.
* *v0.20*:
* Fixed major bug where getting a nuke with only metal blocks queued in to fall would hang the game. Major bummer for late-stage games!
* Added particle cap to improve performance in huge explosions.
* Fixed issue where too many explosions would make further explosions silent. Now a single sound is played and loudness is adjusted instead.
* *v0.15*:
* Fixed the sprite animations not playing, sped up the attack animation and FIXED THE FLICKERING BUG. It was caused by me removing sprites from the rendering list as I was drawing the list. This messed up when the particles were getting removed off the list halfway through the animation, and messing up the rendering of entities.
* Fixed "shine" of selected sprites not animating (pause = true was in the wrong object!)