Tron-inspired lightcycle survival game. Use arrow keys to maneuver, avoid other players trails and clear the board before the next wave!
UPDATE: So, apparently, some are having issues with it running to slow on their browser/OS/etc. There is a framerate display in the bottom right corner. The target is 60FPS. If it's less, performance will be significantly impacted. So, please try it on a different/better setup to get the full impact before crapping in the comments. Thanks!
So a couple of bugs.
1) I had an enemy player literally put a wall OVER MY WALL without being de-rezzed.
2) when turning, it seems to pick a spot in an unseen grid to perform the turn, meaning that I can never be certain where I'm turning. So I turn X amount of pixels ahead of where I am.
@swizzcheez: It starts out a lil slow, but speeds up each wave. There's a framerate display in the bottom right. Target is 60FPS.
@visibleatom: Yep, there are a few bugs! But, the turns are based on grid blocks. And, they're very much seen! =) (The lines). I had a surprisingly difficult time getting collision detection working properly at all in CreateJS. Hence the jam and not the compo entry.
After playing a round I was able to figure out exactly where it'd turn, and even got to learn that it moves quickly if you turn, so if you zig-zag around you can really take out some enemies ;)
I liked the Tron art style and logo is pretty sweet. Like the others said, the controls were a little unresponsive but I managed. Were you supposed to be able to go into your own beam? If so, you can end up walling yourself in and never die :p
Waiting for the next wave was a little annoying and sometimes I would spawn and instantly die. I think there's a lot that can be done to improve the game but I'm pretty sure you're already aware of the issues. Anyway, good job :)
Felt really slow pace. As well I encountered two bugs:
AI units were able to do 180s on the spot and stay on their own line (making them invicible).
AI passed through my line on more than one occasion and didn't die.
It also didn't make a lot of sense that you had to wait for the time on a round to finish before the next began even if you'd killed all the enemies on screen.
I played a few rounds - and the pink drove into the tail of the orange bike and stayed unharmed, the waves also seemed a little short - it's be more challenging if maybe the wave didn't end until there were a few grid squares left of free screen, or until two bikes remained, and the trails faded after a certain point.
Nice concept, and solid work. I think the sense of 'unresponsiveness' might come from the grid-locked movement vs not moving a whole grid space. I'd love to try a version slightly a bit more like the retro snake, but with all your cool additions (multiplayer AI, waves spawning). :D
I don't know if my pc is running the gam slow or the game is like in a slow motion pace or something :P I really liked the ideia but it could be a bit faster.
1) I had an enemy player literally put a wall OVER MY WALL without being de-rezzed.
2) when turning, it seems to pick a spot in an unseen grid to perform the turn, meaning that I can never be certain where I'm turning. So I turn X amount of pixels ahead of where I am.
@visibleatom: Yep, there are a few bugs! But, the turns are based on grid blocks. And, they're very much seen! =) (The lines). I had a surprisingly difficult time getting collision detection working properly at all in CreateJS. Hence the jam and not the compo entry.
Thanks for your comments!
Waiting for the next wave was a little annoying and sometimes I would spawn and instantly die. I think there's a lot that can be done to improve the game but I'm pretty sure you're already aware of the issues. Anyway, good job :)
AI units were able to do 180s on the spot and stay on their own line (making them invicible).
AI passed through my line on more than one occasion and didn't die.
It also didn't make a lot of sense that you had to wait for the time on a round to finish before the next began even if you'd killed all the enemies on screen.
P.D.: In my opinion it'd be better if the player and the enemies were faster.