sector.33 by ziege
Escape from sector.33.
Controls:
Arrows/WASD: movement
Space: leap attack
Esc/P: pause
It's not great but it's something.
EDIT: added windows binaries
EDIT2: apparently there are problems with sound on some computers. If that's the case (and you care about sound),please try the desktop version.
Controls:
Arrows/WASD: movement
Space: leap attack
Esc/P: pause
It's not great but it's something.
EDIT: added windows binaries
EDIT2: apparently there are problems with sound on some computers. If that's the case (and you care about sound),please try the desktop version.
Ratings
| Coolness | 89% | 2 |
| Overall | 3.79 | 85 |
| Audio | 3.16 | 259 |
| Fun | 3.73 | 93 |
| Graphics | 3.48 | 261 |
| Innovation | 3.55 | 149 |
| Mood | 3.93 | 47 |
| Theme | 3.81 | 198 |
But there is one small design choice that hurts the fun a lot, and that's the complete restart.
The pacing is just too slow, and your death too instant, for that full restart. Once I was playing the same level for the 5th or 6th time I was rushing a lot, and then of course I'd make a mistake, and it was a downward spiral.
Also the bullets are so tiny while all other art is this stylistic outlined form, I honestly didn't even see them the first couple of times.
This is a really well-made game, you should do a post-compo build that has level-restart instead of full restart, I'd love to play it through and see how much there is.
Whether to use checkpoints or not was actually something I was pondering about quite a bit. And I can see I made the wrong decision. Well, mistakes are to be learned from.
The almost non visible bullets are my sloppiness. And it's even worse because I often complain about non-visible bullets in other games...
I really, really, really like the visual representation, with the footsteps and the attack feels pretty smooth, and the sounds fit all that very nicely.
If I had two tiny improvementt out of dangerous situations. I died a lot of time because the collision handling slowed me down too much. Second, the foot marks seem to move to fast for the actual movement speed.
But I *really* enjoyed this game. I will come back to finish it, once the rage is gone :-)
The existence of a start menu is really a difference in the compo and showing the controls in-game is a big plus.
So off we go to the game, I really liked the minimalistic graphics, although I still not understand what am I and what are my enemies, are we our respective footsteps? If yes, why my feet have mouths and has to ability to consume the enemy's feet? Anyway, it portraits the gameplay precisely (I know what where I am and what I'm doing), and that's what matters. Or maybe not that precisely, I didn't see any indicators of the projectiles that my enemies were shooting, I know that bullets are fast, but using my leap to dodge bullets would be interesting mechanic, think about it if you are planning to do a post-LD version or similar (Also, any indicator, even if it was instantaneous would add to the game feel, it doesn't seem right to die to "nothing").
I don't know if you wanted to make a intense hardcore experience, but you managed to do it, the lack of checkpoints takes the difficulty to another level, I couldn't manage to beat the game, adding some between sectors wouldn't hurt, but it's your game, do what seems more fit.
Last but not least, the absence of sound really bothers me, any sound would greatly add to your game and wouldn't require much time, especially if you used sfxr or something like it.
In the end, it's a good game, congratulations.
P.S.: For some reason, I can't manage to leap to the upper-right diagonal.
Anyway atomsheric and interesting game desipte visually poor.
It is pretty hard! I agree with the others that some kind of a checkpoint system would be nice -- I found myself being able to rush through the earlier levels because I knew them so well.
All in all, nicely done!