Archatrep by GlowingSnail
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 Linux: Download the Linux version, unzip, untar, run "run.sh". It uses https://bitbucket.org/funkeh/love-linux-distribution so as to avoid issues with distribution don't have up to date Love2D version.
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.
The source code (without sounds & images) can also be viewed directly at http://pastebin.ca/2977125
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 Linux: Download the Linux version, unzip, untar, run "run.sh". It uses https://bitbucket.org/funkeh/love-linux-distribution so as to avoid issues with distribution don't have up to date Love2D version.
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.
The source code (without sounds & images) can also be viewed directly at http://pastebin.ca/2977125
| Windows (compo) | http://zwzsg.luckz.de/stuff/love/Archatrep%20v08.zip |
| Windows (post-compo) | http://zwzsg.luckz.de/stuff/love/Archatrep%20v09.zip |
| Linux (post-compo) | http://zwzsg.luckz.de/stuff/love/archatrep9.4.tar.gz |
| .love file (require Löve2D 0.9.2 framework) | https://love2d.org/forums/download/file.php?id=11599 |
| Source | http://pastebin.ca/2977125 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=36700 |
Ratings
| Coolness | 46% | 1436 |
| Overall | 3.04 | 680 |
| Audio | 2.88 | 452 |
| Fun | 2.77 | 800 |
| Graphics | 3.19 | 457 |
| Humor | 1.95 | 899 |
| Innovation | 3.19 | 486 |
| Mood | 2.92 | 562 |
| Theme | 3.54 | 382 |
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!