Don't Clog the Arteries by Jakob37
Themes: Two button controls and Growing!
You play as a cell, trapped in its host. It is time for revenge. It is time to clog the host's Heart.
But, first you must avoid getting caught on the way. Don't clog the arteries.
Avoid bacteria and red blood cells on your way to the Heart. If you collide with them, they become absorbed and you grow,
and you get closer to getting stuck to early. You can emit some of your mass though, preventing them from reaching you.
Controls
- Space to navigate up/down
- Control button to emit mass to shrink and slow down enemies
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Game design: Jakob Willforss & Daniel Alm Grundström
Coding: Jakob Willforss & Daniel Alm Grundström
Sound: Jakob Willforss
Art & Level design: Daniel Alm Grundström
Made by LinkPact Games (www.LinkPact.com) for Ludum Dare 34.
Source code and assets: https://bitbucket.org/Jakob37/ld34
Weapons of choice:
- Coding in TypeScript, in IntelliJ
- Coding libraries: PIXI.js, howler.js, our work-in-progress TypeScript-game-library
- Music in FL Studio 12 (electric guitar, EVM bassline VST and drum samples)
- Sound effects in BFXR
- Pixel art in GIMP
- Level design in Tiled
You play as a cell, trapped in its host. It is time for revenge. It is time to clog the host's Heart.
But, first you must avoid getting caught on the way. Don't clog the arteries.
Avoid bacteria and red blood cells on your way to the Heart. If you collide with them, they become absorbed and you grow,
and you get closer to getting stuck to early. You can emit some of your mass though, preventing them from reaching you.
Controls
- Space to navigate up/down
- Control button to emit mass to shrink and slow down enemies
-------------------------------------------------------------
Game design: Jakob Willforss & Daniel Alm Grundström
Coding: Jakob Willforss & Daniel Alm Grundström
Sound: Jakob Willforss
Art & Level design: Daniel Alm Grundström
Made by LinkPact Games (www.LinkPact.com) for Ludum Dare 34.
Source code and assets: https://bitbucket.org/Jakob37/ld34
Weapons of choice:
- Coding in TypeScript, in IntelliJ
- Coding libraries: PIXI.js, howler.js, our work-in-progress TypeScript-game-library
- Music in FL Studio 12 (electric guitar, EVM bassline VST and drum samples)
- Sound effects in BFXR
- Pixel art in GIMP
- Level design in Tiled
| Web | http://www.linkpact.com/games/ld34/index.html |
| Source | https://bitbucket.org/Jakob37/ld34 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=50156 |
Ratings
| Coolness | 71% | 3 |
| Overall(Jam) | 3.38 | 455 |
| Audio(Jam) | 3.21 | 407 |
| Fun(Jam) | 3.14 | 532 |
| Graphics(Jam) | 3.05 | 717 |
| Humor(Jam) | 2.80 | 422 |
| Innovation(Jam) | 3.50 | 254 |
| Mood(Jam) | 3.10 | 614 |
| Theme(Jam) | 4.05 | 191 |
We agree with your comments LastResortGames and local minimum about the size of the heart in the end - It could probably be balanced in a more interesting way. It would also be interesting to think about the controls, to decide if they are challenging in an interesting way or in an annoying way.
the controls are hard to use though :S
gj
I had fun good job!
I can't say how, but I feel like the game's fail-state (getting too big) ought to be redesigned somehow; colliding and getting bigger made future collisions more likely, thus making it less and less easy to dodge, and making skillful play impossible; your run is as good as done once you're over 1/2 size, unless you're lucky with timing. Same goes for the finale; once you're too big to dodge, it becomes a waiting game, where you hope to be lucky enough to get no white blood cells for long enough to win. That said, it's a tough line to walk, between randomness that makes the game more exciting, and randomness that takes away meaningful choices (skillful play/dodging/etc) from players, or makes them wait on the game to flip a coin to let them lose or win.
I had a good time with this one, and thought it was a clever use of both themes, with a nice presentation! Thanks for putting this together.
The cell is infiltrating, using ability and strenght to kill the heart.
Just one thing I didn't like was the controls. Each space tap change directions. So, there's times you must go a little on the wrong way to go in the right. It's kinda confusing.
Nice job overall =)