Super Zang IV by itidus21
Super Zang IV, created for Ludum Dare 27.
There are currently no prequels or sequels.
It was created with GameMaker: Studio Standard Edition version v1.1.1044 (r25902). The source is essentially the gamemaker project files. It is unfortunate that this form of source code is quite opaque.
Play with left mouse click.
Windows 1 Link is what gamemaker calls a single runtime executable.
Windows 2 Link is what gamemaker calls a compressed applications zip.
Mac OS X (likely requires 10.7+) Link port was put together for me after the 48 hours and is a 38mb download made by bundling wine with the program.
WARNINGS
Warning 1: There is some very fast movement in this game, it might not be safe for people prone to visually induced seizures.
Warning 2: This game isn't guaranteed to work for the color-blind although color isn't critical in this game. In the readme files I said it's of no value but what I meant is it isn't critical.
Graphics and program created within GameMaker.
Sounds created with sfxr, and edited with windows sound recorder and windows movie maker and format factory.
There are currently no prequels or sequels.
It was created with GameMaker: Studio Standard Edition version v1.1.1044 (r25902). The source is essentially the gamemaker project files. It is unfortunate that this form of source code is quite opaque.
Play with left mouse click.
Windows 1 Link is what gamemaker calls a single runtime executable.
Windows 2 Link is what gamemaker calls a compressed applications zip.
Mac OS X (likely requires 10.7+) Link port was put together for me after the 48 hours and is a 38mb download made by bundling wine with the program.
WARNINGS
Warning 1: There is some very fast movement in this game, it might not be safe for people prone to visually induced seizures.
Warning 2: This game isn't guaranteed to work for the color-blind although color isn't critical in this game. In the readme files I said it's of no value but what I meant is it isn't critical.
Graphics and program created within GameMaker.
Sounds created with sfxr, and edited with windows sound recorder and windows movie maker and format factory.
| Windows 1 | http://www.mediafire.com/?35iad1n38bw0yt8 |
| Windows 2 | http://www.mediafire.com/?yshh49ygqxxtigi |
| Mac OS X (likely requires 10.7+) | http://www.mediafire.com/?h4pnob3gt4acd4q |
| Source | http://www.mediafire.com/?u589t9n7ibh9i9b |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27289 |
Ratings
| Coolness | 35% | 1500 |
| Overall | 1.91 | 1183 |
| Audio | 1.67 | 893 |
| Fun | 1.87 | 1146 |
| Graphics | 1.83 | 1124 |
| Humor | 2.22 | 563 |
| Innovation | 2.43 | 931 |
| Mood | 1.65 | 1070 |
| Theme | 2.35 | 1088 |
The gameplay idea with the phases sounds really interesting, however the current phase is a bit hard to read, the game is quite fast-paced, and you really have to focus on the middle, no time to glance to the corner.
I would recommend to make the phases last a bit longer and perhaps try different cues. Changing the character look/stance based on the phase would be ideal, but other things like different music cues, or changing the grey background to red/blue depending on state would work as well.
If you made the phases longer, it would make the fighting more strategic, now by the time you check the phase and look back to your position the phase might as well have changed and that results in your clicks being random instead of what you want to do.
Also now you can win by click-spamming in the center of the screen most of the time :D
Sorry for the wall of the text, but i wouldn't have written so much if i didn't think the idea has great potential ;)
Top points for innovation, though!
The phases change a bit fast though, one can hardly keep up with what's going on. It would be nice if each phase would last 2 seconds instead of one. (Then a game would have to be longer than 10 seconds, I know.)