Labyrinth Run by goleegrees

[raw]
made by goleegrees for LD26 (JAM)
Me and my friend decided that this time we would participate in the Ludum Dare Jam!

After a couple of hours of debating over ideas we started to work on one idea each to see which one would turn out the best. After more hours of work and lastly failing to reach an agreement over which idea we should implement, we decided to continue down separate paths and implement one game each :)

Here are my entry, which I got weirdly hooked on after some hours of brainstorming. The idea is very simple, it's a runner game with a never ending labyrinth.

Hope you'll enjoy it!


Also here is my friends entry http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23576

Ratings

Coolness 45% 1411
Overall(Jam) 2.96 333
Audio(Jam) 2.64 345
Fun(Jam) 2.89 270
Graphics(Jam) 2.12 521
Innovation(Jam) 2.73 349
Mood(Jam) 2.28 468
Theme(Jam) 3.15 321

Feedback

Badrpas
01. May 2013 · 10:18 UTC
I like it.
Need more difficulty progression :).
Tyro
01. May 2013 · 10:27 UTC
Controlling with the mouse was a nice change of pace. Just add some obstacles (teleports, enemies, etc.) and it'd be crazy fun!
dook
01. May 2013 · 10:43 UTC
Nice twist on the runner game :) It did get a little too tough some times, though, with dead ends running very far to the right. I didn't feel like I had a chance to spot I was running down a dead end before it was too late. Also having to hold down the mouse button caused me to slip once in a while. Good idea, though.
Alex Camilleri
01. May 2013 · 10:46 UTC
I think the game would have been way more enjoyable with keyboard controls, and with less dead-ends in the labyrinth
skintkingle
01. May 2013 · 10:47 UTC
I spent quite a while on this game. I think it would be better if you didn't have to hold left click, it just strains the finger more than anything else. Also agree with all other comments.
infernet89
01. May 2013 · 10:47 UTC
Really nice idea, and very well executed random level generator! Personally, i should preferred keyboard control, rathere than mouse one, but it's just a preference.

Need more difficult breakdown, something like increasing speed
BarrensZeppelin
01. May 2013 · 10:47 UTC
Really needs to ramp up the difficulty at some point. In its current state it's very relaxing, but I don't think that's the idea. (;
The Consul
01. May 2013 · 10:47 UTC
It doesn't seem to work in the latest version of Chrome or Firefox for me. I just get a blank screen.
cahman
01. May 2013 · 10:59 UTC
Nice job! Add in some more content and you'll have a real winner!
🎤 goleegrees
01. May 2013 · 11:31 UTC
WOW! Thanks for all the great feedback!

Yeah the difficulty should probably increase in some way, in it's current state it's more like an endurance test :)

Regarding the "holding the mouse button down"-issue, it's because I always try to build games that would transition well to mobile, but I should probably have fixed so that you could click to hold or release the ball on PC.

@The Consul. Try to wait a moment and then press the address bar and enter, it fixes the problem for me. I have tried to fix this bug but it mocks me, it appears when I have many big assets in the project. I develop using Haxe/NME, if anyone recognise the problem feel free to hint a solution.
CherryNukaCola
01. May 2013 · 14:03 UTC
Nice mechanice!
8BitPimp
01. May 2013 · 14:05 UTC
Nice game but I agree that there needs to be more of a difficulty progression since it gets a little harder then tails off. Also it would be nice if the thing you control is a little more responsive. Still nice concept and executed well.
RealyUniqueName
02. May 2013 · 15:04 UTC
Imho, this game can be even more enjoyable with more different game objects.
SomeNetworkGuy
02. May 2013 · 17:24 UTC
Fun! But, the mouse control was a little awkward because of the constantly moving screen though. It would've been a little better control if I wasn't forced to hold the mouse button down.
Spiridios
02. May 2013 · 18:16 UTC
I like the concept. I sat there holding my left mouse button for quite a while before I got bored and committed suicide to get a high score. Other than the button mechanic, I liked the mouse control.

Some progression, like the occasional goal or level boundary would be nice. Also, some of those coins are damn hard to get to, make them worth more points so that the reward feels worth the risk.
mortus
17. May 2013 · 13:07 UTC
Nice little game. I wonder if labyrinth generation algorithm was challenging to code.