The makers of Doodle Jump are threatening lawsuits against App Store developers who dare use the word "Doodle" to name their games. And a few critics have compared the main character of Doodle Jump to Q-Bert. Ergo... this.
I originally made this for a topic TheDustin made trying to encourage TIGSource forumgoers to pick up KNP, but it was locked by the time I got this far. =(
Quick one hour prototype. No scoring and the randomly generated levels are horribly unfair and impossible, but I don't think I care anymore.
So, er, whoops. I spent the weekend celebrating a birthday, but half bothered that I was missing the Pirate Kart Festivities. I was able to spend a few hours Sunday night trying to get SOMETHING done to contribute, and one of the ideas got finished: MOVING MAZE.
Then I come here to upload it and find out the fucking thing's this weekend anyway. I have plans for B, and C versions of the game for the Kart.
|Moving Maze A.rar||61.84 KB|
Attack hockey drones with puck.
Get a high score.
Don't get eaten.
I put together a new game today... was just fooling around with the klik'n'software, so don't expect groundbreaking gameplay.
You control a little crab who is trying to piss off a big angry octopus.
Try not to die for a long time to get a good score.
Featuring a soundtrack and sinusoidal text galore!
two games at once
Made in 30 minutes
A small puzzle game, since I followed the two hour limit I really only got the tutorial in there but it should be an interesting minute or so. I may eventually come back and add more levels to this if I get around to it.
Christmas game for Sergio!
Of your requests I mostly just went with 'or draw all the graphics on paper' and 'dream world', and anything else that fits is a nice coincidence. Many mysterious errors in life and Unity appeared, but everything was overcome with no compromises :D
Hope you like my/your pretty game.
I've added Windows, Mac, and Linux versions. Hopefully the lack of mouse control avoids the usual Mac and Linux errors.
I don't think it is beatable.
I learned a valuable lesson: Even if I want the table to be more visually representative than fun to play, I should still test the tables while I'm painting them. I ended up re-doing a lot of the visual work just because I wanted the ball to be able to move around.