World Gone Wrong by arhpositive

[raw]
made by arhpositive for LD23 (COMPO)
You are Federation Droid No. 104. Your job is to destroy tiny, unnecessary planets that interfere with Federation plans, by planting explosives at their cores.

In another tiresome day at work, something horrible happens. Your soil digger malfunctions right after you plant the explosives. Unable to use the digger, you must run away from the explosion and find your way up to the surface so that you can signal your mothership to pick you up before the planet melts down.

Getting to the surface will be tricky.

---

There's a constantly growing hole in the middle of each level. You should try to avoid it and find the exit to the next level.

Ratings

Coolness 57% 3
Overall 3.09 364
Audio 2.06 590
Fun 2.79 439
Graphics 2.35 701
Humor 1.77 662
Innovation 3.44 193
Mood 2.59 499
Theme 2.62 621

Feedback

SidetrackGames
23. Apr 2012 路 08:34 UTC
Pretty neat concept, i like it! The art is minimalistic, but it works well.
piterlouis
23. Apr 2012 路 19:24 UTC
Good concept, the boosts of droid are a goos idea. Good work!
馃帳 arhpositive
23. Apr 2012 路 19:28 UTC
Thank you for your comments. Keep them coming! :)
Pixelulsar
23. Apr 2012 路 19:52 UTC
Cool concept, I don't think I've seen anything like it before!
headchant
23. Apr 2012 路 21:20 UTC
I like the concept but it's requires some more work I think. Damn hard also.
ComaToes
23. Apr 2012 路 21:21 UTC
Really nice idea. I do like it but I think the player needs a hint on which way to go - Just something to say that you're getting closer or further away from the stairs would be enough. Thank you :)
Shigor
23. Apr 2012 路 21:27 UTC
I seriously dislike games based on trial and error. It's essentially a maze game with limited view and serious time limit. Points for trying to spice it up with emergency teleporter and limited wall removal, but the basis of try and hope you'll reach the exit isn't fun (at least for me)
馃帳 arhpositive
23. Apr 2012 路 21:50 UTC
Thanks for all the constructive comments. If I continue to develop the game, I'll try to keep all of them in mind.

@ComaToes: I thought about implementing a "getting hot, getting cold" system into the game, but couldn't find the time. Maybe in a later version.

@Shigor: You have a point. There's too much trial & error in the game. Originally I thought about making powerups as collectibles (which carry on to the next level) and put them on most of the dead-ends. Maybe I'll end up doing that and then slow the explosion to give a less trial & error feel.
Hume
23. Apr 2012 路 22:16 UTC
Maybe it should be possible to see farther as the meltdown progresses.

I liked it and I gave it a lot of tries, but in the end I gave up at level 3, which is a shame because I think you've put a lot more work into this than that.
devince
23. Apr 2012 路 22:22 UTC
Good base idea
HeyChinaski
23. Apr 2012 路 22:42 UTC
Nice idea. I like the way you can "cheat" the maze by shooting, sometimes that feels really great. It would be great if there was more of a feeling of skill. If I got through a level quickly it felt more like dumb luck than an achievement. Really enjoyed it though, very clever.
Dew
24. Apr 2012 路 20:18 UTC
Nice game! I love this backtracking method!!
Sometimes u get mad doing the same thing 50 times but nice tho!!
Perfect music :D
MinerCraftGuy
25. Apr 2012 路 13:20 UTC
Minimal graphics, neat concept to play
rynti
26. Apr 2012 路 12:01 UTC
Quite nice, except that this trial-and-error concept isn't able to keep me entertained for a long time. The length of your game is around the point where I'd have quit, so it's okay^^ Graphics aren't bad (I like the style), audio is also nice - However, music is missing, a fast music would've improved the feeling of "OMG THE LAVA IS COMING!"
BlackDogg
01. May 2012 路 12:19 UTC
Good concept, it gives a bit of fear, it's nice to get some emotions with such minimalistic games. To me, it works well !
Tom 7
12. May 2012 路 16:40 UTC
The best part is this growing black hole, which makes the game really tense. Unfortunately it means that success is mostly luck -- if you go the wrong way at the beginning there's almost no chance you're going to make it back past the hole to find the exit. So it was a lot of trial and error for me and I usually used my teleport right at the start. Fog of war would have been improved if it was based on line-of-sight rather than just adjacency. Played through level 5!
馃帳 arhpositive
12. May 2012 路 21:01 UTC
Everyone, thank you so much for your comments. :) I've been busy lately so it's a late reply.