Grave Robbers by adamatomic

[raw]
made by adamatomic for LD20 (COMPO)
Made with Flixel v2.52 dev branch, mostly on Saturday. Stretching the theme, I'm certain, but it reminded me of Indiana Jones-type characters, who enter places alone, in order to take things, even though it's dangerous. Inspired by Petri Purho, Bennett Foddy, Derek Yu, and the tower defense genre.

Ratings

Coolness 0% 243
Overall 3.52 37
Audio 1.41 247
Community 2.03 223
Fun 3.54 34
Graphics 3.50 64
Humor 2.95 69
Innovation 4.23 4
Theme 2.02 239

Feedback

DeadlyJoe
02. May 2011 路 04:46 UTC
Lol, what a great concept. Nicely stylized, to boot. Unfortunately, I couldn't get keyboard input to work reliably. It started working half way through the first game sort of randomly. I'm not sure what the problem is.
Jimjam
02. May 2011 路 10:20 UTC
Fantastic idea! It reminds me of one of those kid's games, where you had to divert a ball through a maze, except much more taxing. Also had some problems with the keyboard input from time to time though.
Kvisle
02. May 2011 路 14:06 UTC
I love this!

But; What DeadlyJoe is experiencing applies to me too.
mattdev
02. May 2011 路 15:21 UTC
Same as above- great idea, but also experiencing the input problems.
馃帳 adamatomic
02. May 2011 路 15:46 UTC
thanks guys! since it's a web flash thing you have to make sure you click on it with the mouse first to give it "focus" - then it should handle the keyboard input just fine. usually i'd put a title screen on it that would only allow you to advance by clicking, buuuut LD48 :P
馃帳 adamatomic
02. May 2011 路 16:32 UTC
UPDATE: Grave Robbers has a critical bug where the keyboard input stops working after you get Game Over, and requires a page reload and possibly clicking again with the mouse to get it working, sorry for the inconvenience!
Daniel X. Moore
02. May 2011 路 17:53 UTC
Great twist on the Tower Defense genre. I can see quite a lot of room for more innovation. Having a "click to activate" might make some of the gameplay more intuitive for more casual gamers. And some sort of visual indicator for when the traps are charged. Also a special that floods an area with magma! Great job for such a limited time!
Cybs
02. May 2011 路 18:47 UTC
Great idea. Hard to get used to.. might be fun to play with a few friends or maybe let the weapons be clickable, that might be fun as well
Kvisle
02. May 2011 路 18:48 UTC
I think this was a great concept. Add sound and a menu, and put it on a game site. It's almost perfect.
wademcgillis
02. May 2011 路 18:52 UTC
Very nice :)
I like the graphic style, very neat. The game itself however is a rather off-the-mill lemmings game, but with traps.
TomK32
02. May 2011 路 19:05 UTC
Funny idea but wasn't the theme something else?
Gobo
02. May 2011 路 20:31 UTC
Loved the game. It reminds me of QWOP/GIRP. It didn't really fit the theme at all though.
Almost
02. May 2011 路 20:52 UTC
yea input is gone after Game over. Fun though
T没t-t没没没t
02. May 2011 路 21:10 UTC
I had a little trouble controlling M, ., , and so on with my french keyboard. Most other traps worked well. Your idea is really fun. :)
In fact it is obviously more efficient to not go alone. They only will experience huge difficulties to share the treasure. They deserved it. It was MY treasure. Nah.
mchnzr
02. May 2011 路 23:35 UTC
I had this exact idea while brainstorming for themes I liked (Traps)! Glad to see it implemented :) I really like the key-based approach to triggering traps, I think if it was mouse-based it might be too easy.
SonnyBone
03. May 2011 路 06:37 UTC
I got to 50 deaths but not too sure how this fits the theme? Seems more like TRAPS, which was the theme I was rooting for, anyway!
Chris Zamanillo
03. May 2011 路 07:36 UTC
Clever game, if you end up expanding on it eventually it would add another level of challenge if at some point the letters for the traps started changing.
mpc174
03. May 2011 路 15:59 UTC
Addictive gameplay, went a little too fast too quickly. Kept playing it again and again, but it's impossible to keep track of everything that is going on at once. The art is great, the death traps amusing. Needs balance, perhaps with a minimum time that you need to survive past to get to unlock new levels. If you expand this and make it into an iPad game (touching the traps to activate them) I am sure that it would be a success. It does not fit the theme, I'm afraid.
zachstronaut
03. May 2011 路 16:56 UTC
I really like the concept. It'd be way easier to play if you could touch the traps rather than having to learn the keyboard mapping. Holds up pretty well with just one map and a few trap types. I'd of course be excited to see random layouts and new traps. Hrmm... trap design mode?
Winterblood
03. May 2011 路 20:18 UTC
Nice concept, well executed. Could use a couple more traps by the treasure, as once the raiders get down the bottom they're almost impossible to stop. A couple of simpler levels as trainers would be nice, this one's pretty hardcore :)
Wish I Was an Astronaut
04. May 2011 路 18:40 UTC
I guess my main complaint would be the lack of obvious connection to the theme.
Besides that, nice attempt.
Hectigo
04. May 2011 路 20:26 UTC
Very clever and original gameplay concept, especially the control system is pretty innovative. Having mouse controls as another option might be interesting to try though, I'm not sure whether it would make the game easier or harder.

The game is screaming for some sound effects and animations for the dudes to really bring it more to life, but given the dev time constraints, the graphical presentation is okay too.
馃帳 adamatomic
05. May 2011 路 16:14 UTC
Thanks for feedback guys! The vast majority of this was put together in just 16 hours on Saturday, the curse of LDing as a parent :) totally agree about difficulty curve, lack of sound, and lack of graphical polish (in the broadest sense, as in like, having any animations at all etc haha)
Yezu
05. May 2011 路 20:57 UTC
Some introduction would be nice. It wasn't obvious at first I have to press the buttons :P
elbowroom
06. May 2011 路 01:17 UTC
I think it would have been great with different levels of increasing difficulty, for instance you start with less traps to control and less people charging in on lvl1 and get more traps and more incoming enemies as you progress.

I also feel that timing was too taxing and recharge was very slow. It could have been more fun if the game was more simple to play.

I don't.. know about "take this" but it definitely demonstrates the "it's dangerous to go alone" part.
I liked it and thought it was thematic enough.
Dark Acre Jack
06. May 2011 路 07:05 UTC
Very cool concept. The QWOP/GIRP of dungeon defense.

Inspiring work, as always!
jonbro
06. May 2011 路 09:08 UTC
so painful for a dvorak user! super fun though. I wish you had time to give the little guys walk animations, or at least fedoras :)
Danik
06. May 2011 路 11:17 UTC
Fun game! Actually pretty hard to keep track of all the traps, especially since they take a while to recharge. I found myself waiting for one trap while I missed a group of adventurers in another part of the level.
Cirrial
08. May 2011 路 16:05 UTC
Nice game, a little hard to control though. Reminiscent of GIRP in that way. I like the inversion of playing as the tomb being raided rather than the tomb raider. Unfortunately I feel like I should have four hands to play this! Or maybe two heads. Bit of a tenuous link to the theme, though.
jfroco
08. May 2011 路 16:38 UTC
I'd prefer mouse control, at least as an option.
mwest
09. May 2011 路 22:20 UTC
Really innovative entry, well done! It made me think of typing tutor games... Head exploding amount of multitasking required once they start coming fast - if the traps didn't have such long reload times I'd have been bashing at my keyboard with my palms!
pythong
10. May 2011 路 18:50 UTC
hahaha awesome game!
DrPetter
13. May 2011 路 10:47 UTC
Argh, splitting my brain once they get beyond FJUSK. Also doesn't completely fit into my laptop browser, perhaps needlessly large window? I would have played this for days on end at age 14, and weeks if it had lemmingsesque animations and gore. Would have been a classic. Could be made into something really worthwhile in many ways, with gradually more complex levels to avoid instant failure. What about co-op? I suppose it's already prepared for that if you operate different regions or plug in multiple USB keyboards (I have to try that!) - networked or split-screen with a narrow scrolling view might also be exciting if there's a radar map or clever audio cues to know where stealage is imminent. For large-display touch devices, the interface would be obvious and open for countless players. Perhaps even with more user-demanding traps, if a player could be assumed to focus their attention on a handful of them. Sliding spiked platforms into different positions, collecting stones and arrows for reuse as projectiles, feeding deceased adventurers to the fire-breathing dragon which fuels your flame-thrower traps. A full-on collaborative sim treasure dungeon?
Endurion
14. May 2011 路 10:59 UTC
Lovely concept :)
I could play one round, after Game Over the input didn't work anymore. It really gets tough fast.
It just misses sound effect, like nice death screams etc. ;)
arielsan
14. May 2011 路 16:18 UTC
Simple but great game. A bit uncontrollable after a while.
haqu
23. May 2011 路 17:16 UTC
well done. it is really challenging with so much letters. honestly i wanted buttons in place of letters, so i could click on them.

also, i think this game is a good fit for touchscreen devices like ipad or playbook.
lingmops
23. May 2011 路 18:44 UTC
Mavis Beacon Types Anti Lemmings!