[ Particle Effects. ] by Graf_Grun
This game is full of wonderful particle effects, ninjas-things, swords, ungodly monsters, and more wonderful particle effects.
** P.S. You simply must play until lvl 10... **
The author laments that he did not have the full 48 hours to complete it and would have liked to have done better...
It was created in C++ with SDL/OpenGL using Code::Blocks and a small amount of MS paint (quality).
Although the author would have enjoyed pairing it with a fantastic soundtrack, the author sadly admits that he can't music at all.
The author also wonders if he lost the 'fun' aspect of the game amid all the particles. Kindly post comments below for how to make the game more 'fun.'
Pre-made files include:
- the font (font3.bmp)
- application.h/.cpp
- math.h/.cpp
- and loading.h/.cpp
The rest was either heavily modified from original files or made from scratch.
** P.S. You simply must play until lvl 10... **
The author laments that he did not have the full 48 hours to complete it and would have liked to have done better...
It was created in C++ with SDL/OpenGL using Code::Blocks and a small amount of MS paint (quality).
Although the author would have enjoyed pairing it with a fantastic soundtrack, the author sadly admits that he can't music at all.
The author also wonders if he lost the 'fun' aspect of the game amid all the particles. Kindly post comments below for how to make the game more 'fun.'
Pre-made files include:
- the font (font3.bmp)
- application.h/.cpp
- math.h/.cpp
- and loading.h/.cpp
The rest was either heavily modified from original files or made from scratch.
| Windows | http://frogbox.es/whff/download.php?id=yg |
| Source | http://frogbox.es/whff/download.php?id=yh |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=14576 |
Ratings
| Coolness | 62% | 3 |
| Overall | 3.82 | 96 |
| Audio | 1.41 | 1041 |
| Fun | 3.75 | 86 |
| Graphics | 3.98 | 108 |
| Humor | 2.70 | 388 |
| Innovation | 3.39 | 333 |
| Mood | 3.14 | 420 |
| Theme | 3.23 | 588 |
The art is quite stellar!
Very good game :D
8/10
Excellent work, really solid game!
Graphics are neat and the gameplay is very engaging. Very funny too :D
What could add some more humor is if the unexpected things happen. E.g.
* your sword randomly breaks (somehow) and you start using your hands (and they turn out to be more effective, but on the next level you have the sword again)
* You break the world/room by hitting too hard
* The mobs accidently kill themselves: the worm that jumps out of the ground bumps into a bird and both die; you are left with one more thing to kill and it decides life is no longer worth living and suicides into the wall.
Yes, I didn't know how to fix that. Making them immune when spawning would have just made it annoying. And if the birds had come out of the walls or something, then it wouldn't have been 'under the surface,' eh?
@Jools64,
The new enemies are there in the code! I just didn't have time to finish them! There's a frightening Basilisk-Snake-Thing.
Unique graphics too!
The animations and particles are really good but the enemies are a bit bland. Also I think you hype level 10 too much I expected something special and got nothing. The game needs something to add challenge and variety such as timingwindows for attacks, parries, dodges, weakspots.
Vivid animations!
Hmm, more fun you ask, hmm... I suggest to work on the controls. It would be nice to have different attacks based on jump height / velocity / accelaration.
This is one of those games someone would find on Miniclip or some website like that :D
Something I would change would be have the screen shake a bit every time you hit an enemy, or some effect that would make the attacks seem less soft(?)
Also, you could have the levels randomly generated, but continue to keep the difficulty getting higher every five levels. It would be fun to polish it up but I don't think it's really worth the time...
You want to improve the fun? Try adding some 'juice'. For example screen shake if you hit an enemy and so on.
Have a look at this presentation: https://www.youtube.com/watch?v=Fy0aCDmgnxg
It's like meatboy)
I find this rather amusing due to the fact that the waves are completely randomly generated...
@LIESard & runvs
I had thought/planned for screen-shaking, but never got around to it.
@angelk & others
I'm so sorry, I (admittedly) completely forgot about the audio. I knew I wasn't going to add music, but I usually do add sound effects...
Thanks everyone for the critique and advice...
How embarrassing... I just tested it and, sure enough, the memory usage is slowly trickling upward. The odd thing is in almost all cases I statically allocate my memory and when I dynamically allocate it, I use std::vector or something... So I have no idea of where the leak might be. It's probably something silly.
"when I hit 45 my fps dropped to 1"
That is odd... What was your original fps? About how many enemies were spawned? I usually (and did) completely ignore optimizations unless tests in my low-CPU-allocation VM fail. They passed, so I didn't think performance would be a problem. If you see this, could you tell me your computer specs?