DE-REZZED: Survival by playvue
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!
Ratings
| Coolness |
55% |
3 |
| Overall(Jam) |
2.52 |
488 |
| Audio(Jam) |
2.17 |
399 |
| Fun(Jam) |
2.12 |
509 |
| Graphics(Jam) |
2.67 |
420 |
| Innovation(Jam) |
1.78 |
540 |
| Mood(Jam) |
2.30 |
464 |
| Theme(Jam) |
2.55 |
477 |
Feedback
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.