Derpmiffo's rescue mission by slaeshjag
Ending is broken due to lack of time.
Ratings
| Coolness | 0% | 685 |
| Overall | 1.92 | 628 |
| Fun | 1.85 | 550 |
| Graphics | 1.77 | 630 |
| Humor | 1.30 | 571 |
| Innovation | 1.54 | 649 |
| Mood | 1.50 | 609 |
| Theme | 1.31 | 697 |
| Coolness | 0% | 685 |
| Overall | 1.92 | 628 |
| Fun | 1.85 | 550 |
| Graphics | 1.77 | 630 |
| Humor | 1.30 | 571 |
| Innovation | 1.54 | 649 |
| Mood | 1.50 | 609 |
| Theme | 1.31 | 697 |
Not being able to go backwards was a little annoying, also no real explanation that shooting the barrels several times will make them disappear. Those things seem to really be holding it back. Other than those, nice game for 48 hours.
The not being able to go backwards was first a quick hack to avoid refactoring the collision detecting code, and the idea was to cover it up with a "there's no going back" part of the "story".
The menu, gamestate and pretty much everything that isn't the core game mechanics was slapped on the last 90 or so minutes, There was no time either to add real explenations for how everything works, I was writing the menu system when I hit my coding deadline (as I needed to make the windows port as well...)
But yeah, for being my game ever (well, excluding the ones I did in game maker 9 or 10 years ago), it did turn out better than I expected considering the time limit.
Not sure if it fits the theme terribly well?
Interesting choice to allow only forward movement. There are a few invisible walls in your game, you should check that.
Good luck next LD22!