Play gaem
Colour Culler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence (score low for poor theme implementation, high for sticking to theme) | #28 | 3.651 | 4.000 |
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry) | #31 | 3.925 | 4.300 |
Overall | #36 | 3.127 | 3.425 |
Originality (score low for unoriginal, high for original ideas) | #37 | 2.739 | 3.000 |
Impression (score low for unimpressive, high for impressive) | #40 | 2.191 | 2.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pro tip for players: You can press the E key to reveal where enemies are hiding. After learning this the game was at least playable!
Perhaps incorporating some more subtle version of this feature on the screen at all times would make the game more enjoyable as well.
For your first game jam entry I think you did just fine, keep up the good work and I look forward to what you do in the future.
OMG! Nutz!! Just brilliant ha ha ha, that was real fun. Is that your voice!
Glad you enjoyed it! It is indeed my voice, I tried to make it sound kind of like SAM (https://discordier.github.io/sam/), but the audacity filter I applied made it sound more like goldsrc echoes.
action packed, very hard tough.
thank you! I tried to make it do the player regained health when killing an enemy, but my implementation had some issues, and I had no clue what was going wrong so I just had to scrap it.
I liked the voice recording, it would be a good idea to add some bounds so the enemies don't travel so far away. Cool and simple fun though.
thanks! I tried to limit how far the enemies could go from each other, but something didn’t work right and I just had to leave it as it is. Maybe I’ll go back to it and retry.
To help with angling stuff in respect to the player, your code had
(pygame.Vector2(1, 0).angle_to(Player.vec2d - self.vec2d))
for pointing towards a player, but you probably wanted
(Player.vec2d.angle_to(self.vec2d))
This way you had an angle pointing between the player and enemy instead. Something like that would probably help you get the enemies re-aligned as they went further away. I'm sure with a little more experimenting you can make that work right.
There's probably a bit more to investigate but I did find that a bit off while taking a quick peek at the source code, since you rely on the coordinate of the world instead of the coordinates of the two objects.