Frisbee Fetus Bombs by jacketsj
This is a game where you control your launchers (your characters) using repellent. Hold left click to repel all your launchers, or right click to shoot frisbee fetuses at the invaders. Be aware though, your launchers will soon die of shame! Implant the explosions of the fetuses into the incoming invaders to turn them into launchers!
VERSION DIFFERENCES:
Windows (Original) is the original game, with the exact source code written in the 24 hours. Fullscreen mode is buggy and only works properly on 1920x1080 screens due to an error on my part, and one of the sound effects is played multiple times at once, making it louder than necessary. This version is made using XNA, and therefore requires the XNA redistributable framework to run. This can be found here: https://www.microsoft.com/en-ca/download/details.aspx?id=20914
Windows (OpenGL) is a monogame port of the game made AFTER compo ended. It probably requires some sort of monogame redist, but I don't know where to find that. GL! There are exactly two differences (aside from any possible glitches specific to this version that I am not aware of): Firstly, fullscreen mode is COMPLETELY disabled, due to monogame having a glitchy fullscreen mode right now (Hopefully this will be fixed, and if not I could probably do it myself). Secondly, the previously mentioned sound that was played multiple times at once is only played once, as it should be. I only noticed this because monogame threw an error telling me this. This version does NOT require the XNA framework.
Aside from that, there should be no differences between them.
A l̶i̶n̶u̶x̶ flash port is in the works. (But it's slow due to g̶l̶i̶t̶c̶h̶e̶s̶ ̶i̶n̶ ̶m̶o̶n̶o̶g̶a̶m̶e̶ differences between as3 and c#)
Just in case anyone's wondering: The music was made with the web program found at http://sb.bitsnbites.eu/
VERSION DIFFERENCES:
Windows (Original) is the original game, with the exact source code written in the 24 hours. Fullscreen mode is buggy and only works properly on 1920x1080 screens due to an error on my part, and one of the sound effects is played multiple times at once, making it louder than necessary. This version is made using XNA, and therefore requires the XNA redistributable framework to run. This can be found here: https://www.microsoft.com/en-ca/download/details.aspx?id=20914
Windows (OpenGL) is a monogame port of the game made AFTER compo ended. It probably requires some sort of monogame redist, but I don't know where to find that. GL! There are exactly two differences (aside from any possible glitches specific to this version that I am not aware of): Firstly, fullscreen mode is COMPLETELY disabled, due to monogame having a glitchy fullscreen mode right now (Hopefully this will be fixed, and if not I could probably do it myself). Secondly, the previously mentioned sound that was played multiple times at once is only played once, as it should be. I only noticed this because monogame threw an error telling me this. This version does NOT require the XNA framework.
Aside from that, there should be no differences between them.
A l̶i̶n̶u̶x̶ flash port is in the works. (But it's slow due to g̶l̶i̶t̶c̶h̶e̶s̶ ̶i̶n̶ ̶m̶o̶n̶o̶g̶a̶m̶e̶ differences between as3 and c#)
Just in case anyone's wondering: The music was made with the web program found at http://sb.bitsnbites.eu/
| Windows (Original) | https://sites.google.com/site/jacketsj/FrisbeeFetusBombs.zip |
| Windows (OpenGL) | https://sites.google.com/site/jacketsj/FrisbeeFetusBombs%20OpenGL.zip |
| Source (Original) | https://drive.google.com/file/d/0B7eb1pr5-nEMLUlCNndkSnZacTA/view?usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51647 |
Ratings
| Coolness | 63% | 3 |
| Overall | 3.00 | 704 |
| Audio | 2.70 | 553 |
| Fun | 3.09 | 523 |
| Graphics | 2.64 | 792 |
| Humor | 2.83 | 475 |
| Innovation | 3.19 | 486 |
| Mood | 2.55 | 841 |
| Theme | 3.28 | 608 |
Join the pro-fetus movement. It wasn't even supposed to be shocking, just unconventional.
Maybe next time I should think of an actual premise instead of coming up with one 5 hours before deadline though... (I had already had the fetuses for a long while by this point)
To the game itself, definitely fun and quite a challenge as well. Nice mechanics and good idea to control multiple fighters. Well done, only a minus for the weird fetus stuff ;-)
What do you mean? Do you see the three opening screens? Does it crash? Do you have xna 4.0 redist (or game studio) installed? (not the refresh, though that might work too)
If it just crashes on startup, it's probably an issue with your xna installation, but if you get past the opening screens and then it crashes, I'm lost.
Babies and spaceships? ...They're fetuses, but I won't correct you on the spaceships because I'm not really sure what those are myself.
Took me a while to remember what game you were talking about. The art was bad and a paintball gun wasn't original, I won't lie about that. Maybe the way I phrased that was too harsh, but they weren't under the intention of being mean. I posted a second comment on the game's page.
Everything on that short screen was in the description too. I think that screen was a little short too.
Like, something like Binding of Isaac is fun and is intentional with its aesthetic, but this seems fun despite its aesthetic.
Great game mechanic with the conversion of enemies, I also like that your troops fire in the opposite direction. Overall a quite addictive game!
All in all, fullscreen support just seems to be lacking everywhere these days.