Derpmiffo's rescue mission by slaeshjag

[raw]
made by slaeshjag for LD22 (COMPO)
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

Feedback

JoeDev_net
21. Dec 2011 路 20:31 UTC
Were the levels randomly generated? I played for a while and noticed the same obstacles popping up back to back. My first thought was that this is a little repetitive, but them I thought that it might be random. If it wasn't randomly generated, then I would suggest trying to mix up various things so the player doesn't do the same thing over and over again.

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.
馃帳 slaeshjag
21. Dec 2011 路 23:29 UTC
Well, it's all a matter of underestimating the amount of time everything would take. First of all, there isn't any real random level generation. It has a set of "fragments" that it assembles in a "random" order, I had no time to test how random this really was. Also, I ran out of time to create enough of these fragments for it to really work, there's only about 20 of them available to the level generator, and for some reason it feels like half of them never shows up in the game.

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.
Wompus
22. Dec 2011 路 01:14 UTC
Lol weird shit but fun to play
Stargoat
27. Dec 2011 路 11:04 UTC
Some good platforming - jumping feels nice. Inability to walk backwards annoying! A bit of trial and error...

Not sure if it fits the theme terribly well?
SonnyBone
27. Dec 2011 路 12:30 UTC
I ran into several invisible walls while playing. Was this intentional? Also, the NO GOING BACK mechanic is pretty unique, but I eventually ran out of checkpoints. I went for a loooooong time without seeing another. I die and had to go back to a point waaaay before where I was and I had to stop playing.
summaky
27. Dec 2011 路 20:24 UTC
To me the player moves too slow and made me lost interest on the game. The theme also seems the be lacking from this entry or I can't feel it, anyway. Other than that, it is good.
caranha
03. Jan 2012 路 15:39 UTC
You put some lipstick on the monster. Lol :-P

Interesting choice to allow only forward movement. There are a few invisible walls in your game, you should check that.

Good luck next LD22!