Good vs Evil by maike
Like hard games? Dodge the enemies for as long as possible!
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I strongly recommend that you play the Android/iOS* version of the game as it provides a better 'feel'.
Please let me know what you think :)!
*Submitted to the App Store but the approval process is very long.
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I strongly recommend that you play the Android/iOS* version of the game as it provides a better 'feel'.
Please let me know what you think :)!
*Submitted to the App Store but the approval process is very long.
Ratings
| Coolness | 39% | 1598 |
| Overall(Jam) | 2.93 | 576 |
| Audio(Jam) | 2.05 | 607 |
| Fun(Jam) | 2.81 | 511 |
| Graphics(Jam) | 3.19 | 458 |
| Humor(Jam) | 2.53 | 324 |
| Innovation(Jam) | 2.44 | 653 |
| Mood(Jam) | 2.73 | 575 |
| Theme(Jam) | 2.81 | 524 |
Collision detection seems... a bit harsh? Perhaps that's just the web version. Or maybe I'm just a rubbish player. ;)
Collision detection is based on the squares and not just the faces, maybe that's why you're a 'rubbish player' :p
I found that the optimal strategy was just to hold space to keep the boxed out at the edges and just move whenever I needed to because there enemies coming at the edges. You could make it so that you can't hold the space key as long as possible.
It's a shame that characters are so small in-game as they seem to be really detailed and well made! I can't really make them out on the screen... Maybe the heads of the enemies that killed you could show up and talk to you? or taunt you whenever they show up on screen?
@Larzan Thanks :)! In fact, I did develop a game with similar mechanics to Flappy Bird before, I ended up calling it Tappy Colour, hope you'll check it out :)!
Android: https://play.google.com/store/apps/details?id=maike.me.tappycolour
iOS: https://itunes.apple.com/us/app/tappy-colour/id892184447
@Jesper Oskarsson I also realized pretty much everyone, including myself, would just lean up against the walls whenever possible, which is why enemies spawn at each side on every third wave :p
As for the size of the enemies, it was a tricky choice, for the sake of gameplay I choose to keep them small so that it would be possible to spawn two next to each other and still have enough room to get past them (and I'd rather have portrait orientation rather than landscape for the sake of making it fast paced), but if you use an Android device with really high resolution (e.g. Nexus 10) then you'll get a crystal clear view of them :)!
@monsterkillu I spent the first day developing an entirely different game (I hope I'll have enough free-time to release it on Sunday), which I later abandoned because it didn't fit the 'Connected Worlds' theme at all. This ended up costing me quite a lot of time, although I'm not sure if I would have added anything else in terms of gameplay. I considered adding ability to choose player icon, power-ups (e.g. fire projectile & slow-motion) but in the end I decided to spend almost all my time making sure that performance was great, there were no bugs (at least I think I got rid of them) and that you would never encounter a situation where it would be impossible to get past the enemies. In other words, I'd rather have my game feel complete instead of having tons of unfinished features/bugs. E.g. I think the player sliding out of screen when the game is over and sliding back in when a new game can begin gives the game the kind of feel that it's a finished product.
@AndyBrown I agree, when I play I also focus on just one side of the screen - in the beginning I had implemented it in a way that made it possible for the 'Good' and 'Evil' enemies to spawn at both sides, so when a 'Good' enemy hit the 'Good' player then it would just go right through, whereas if an 'Evil' enemy hit the 'Good' player then it would be game over (same idea would of course apply to 'Evil' player), but I figured that this would be confusing for most people which is why I abandoned the idea. But you're right, keeping one side empty would definitely solve this problem, I'll definitely add this if I feel there's desire for more gameplay features ~ thanks for the feedback :)!
Cheers, and hope to see you next LD!
Nice illustrations.
Worked smoothly on my device. I was a bit confused on the concept, am I playing one side against the other? I missed the connection to the theme a bit, I guess.
But it was fun playing.