The Adventures of Box Man by Arkazon

[raw]
made by Arkazon for LD24 (COMPO)
Box man is trying to get home but stuff keeps evolving and eating him. Help him get home ... please :-)

Made using c++, allegro & box2d.

Ratings

Coolness 46% 618
Overall 3.38 164
Audio 2.33 395
Fun 3.58 55
Graphics 2.30 596
Humor 2.93 135
Innovation 3.20 220
Mood 2.80 280
Theme 3.45 166

Feedback

IgorLopes
26. Aug 2012 · 23:02 UTC
Cool ... reminded me meat boy!
mariscal
27. Aug 2012 · 11:21 UTC
Love the game! The mechanics for evolving the environment and enemies are brilliant! I'm still trying to finish the last level!!
siondream
27. Aug 2012 · 13:34 UTC
Brilliant game mate, even the programmer art is a charm. The evolving mechanic is very original and the controls feel very good (nothing like meat boy ;-))
Vordux
27. Aug 2012 · 17:12 UTC
Keeping this saved. Nice game.
Ezzam
28. Aug 2012 · 12:03 UTC
Nice game. Evolving levels are a great idea.
BrothersT
28. Aug 2012 · 21:41 UTC
Nice idea, although it took me a while to figure out that you could wall-jump.
kevincorrigan
28. Aug 2012 · 21:43 UTC
I couldn't play, the fps was like 0.2, super slow
tastive
28. Aug 2012 · 21:46 UTC
Fun game! Evolution itself seems a little buggy or at least non-intuitive, but I found myself playing it more than I intended to. Well done, cool take on the theme :)
Fritzendugan
28. Aug 2012 · 21:51 UTC
Not a bad platformer/puzzle. Monsters evolving were very annoying/random. Would've been nice for a little animation to play right before they evolve or something.
Vordux
28. Aug 2012 · 23:47 UTC
Incredible, I've played this to death.
Andrei Barsan
29. Aug 2012 · 10:38 UTC
Okay, I really enjoyed playing this! :D
I especially liked the ground that spawned enemies when you walked across it, as well as the plants that you needed to "taunt" in order to make them grow.

I also liked the music, and the controls were nice.

What I didn't like was the fact that all enemies suddenly evolved, without warning. I got killed like this *a lot* of times, when an enemy spontaneously grew when I was jumping over it. Some flashing or shaking would really work to warn the player that the enemy is about to evolve, IMHO.

Also, the enemies were a tad odd, in that they behaved kind of randomly, smoothly bouncing along. Some more variation in that, as well as tighter movement could be nice.
BMacIntosh
29. Aug 2012 · 15:17 UTC
Great game! I felt kind of cheated on the last level, though, when I was coming back up and I tried to stand on the right cliff. I fell through it.
sfernald
04. Sep 2012 · 06:32 UTC
Really impressed with entry, especially considering it was done with C++. Fun game. Getting an in-game editor in there is amazing work. Great job!
goffmog
09. Sep 2012 · 19:29 UTC
Very hard, especially due to the random behaviour of the creatures that evolve. Good game though, I part of the greatness of Super Meat Boy was that although it was brutally hard and the levels were complicated, they were deterministic so that if you didn't improve by increments you only had yourself to blame, you were never unfairly wiped out by a random game mechanic. Please add a comment that you can wall-jump though, I didn't realise this until I read someone else's comment! I thought I was completely missing somethig I had to make the evolved creatures do.
matthias_zarzecki
10. Sep 2012 · 13:05 UTC
Nice work!

This has a lot of potential, and could be even better if all the kinks are ironed out.

For example, I switched into the 2nd level and still had the momentum from the last one going, so I plummeted to my death. Wall-jumping needs to be introduced in a thought-out-fashion, as well as enemies and how your evolution-bubble behaves. The grass was way too diffcult, as it just kills you outright.