Submitted!
Abstraball is done! You can find it here
It’s a top down 2D-turned-to-pseudo-3D game in which you control a little yellow ball through a complex filled with bad guys. You can only see things that aren’t blocked by other things, so you can’t see past walls. Enemies have fully functioning AI, and they will patrol and guard areas. If they see or hear you, they’ll chase you, and if they touch you, you will die. A compass tells you the general direction to move to. There are 3 ‘areas’ the compass points to, the third being the end. Reach that and you win. You can sprint, but that makes noise and costs energy, so use it to get out in emergencies, and use it wisely. You can also creep to move slower, allowing you to peek around corners more safely. Leaning left or right allows you to peek around corners more easily.
There are 4 difficulty modes. The fourth mode, plague bearer, changes the game a little bit. While you are even weaker than the 3rd difficulty level, you will notice a few subtle changes. Additionally, as a plague bearer, if you touch an enemy that is not aware of you, then he will die. Make it to the end as a plague bearer and you will earn a virtual cookie for being awesome because I haven’t finish it yet that way.
I’ve added custom keybind options. It’s not perfect (it only supports keyboard, not mouse input) and there’s probably a few edge cases not working, but as far as I know it’s good enough for simple rebinds. So yes, I thought of you non-wasd-ers ๐
I had a lot of fun creating this game, even though I know I could’ve done better. But due to some design decisions early on, it ended up like this. It’s not bad, but it could’ve been more. ๐ I’ll write a post-mortem in a few days, showing the few goods, the bunch of bads, and the oh so many uglys.
The first person to win plague bearer mode receives a virtual cookie of awesomeness