[UPDATE: I created a post-compo version with sound effects, music, and a lot less enemies! http://dl.dropboxusercontent.com/u/46767238/KlikNPlay71_post_compo/index.html ]
Use your mouse to make your character (the green rectangle) run around the screen. Avoid the many, many Enemies (the red rectangles) - they will kill you if they touch you!
Click the left mouse button to shoot bullets (the pink rectangles) in the direction that you are moving. Bullets will kill Enemies they touch, and can kill many Enemies in a straight line! The faster your character is moving, the faster the bullets will fly!
Now Run Around And Kill Everything!!!
(This game requires that you have the Silverlight 2 web browser plug-in installed on your computer. This is a free, quick download from Microsoft).
This is my first ever entry into the Klik of the Month Klub.
I discovered (too late!) that because I have Windows 7 64-bit, I can not use the Klik N Play tool. Instead I made a game in Silverlight. Original version done in 90 minutes in time for the 2am (London time) deadline. Final version done 45 minutes later.
Here is my work log (in London time, so 00:00 midnight is 4pm Pacific time) :
00:18 Got home from party, and downloaded Klik & Play.
00:27 Searched for info on running KNP on 64-bit Windows. Found it will take hours to resolve. Looked for alternatives.
00:35 Decided to make a Silverlight game in 90 minutes! Made a copy of the barebones Engine2D_Test solution.
01:05 Player rectangle follows mouse cursor smoothly. Other rectangles follow player smoothly.
01:45 Enemies and bullets! Home stretch!
02:00 Submitted a few revisions of the game.
02:15 Submitted a few screenshots. Changed the game name to "Run Around And Kill Everything!". Added more tags.
02:40 Final refinements to gameplay completed, and game resubmitted.
You are hard-boiled programmer Sinny. A broad walks into your office.
"Make a game, Sinny", she says, all leg and no morals.
"Damn, Jimmy, I dunno," Sinny says, "I thought the Invigilator job was gonna be my last."
"But Sinny," Jimmy says, carressing the door, "this'll be a film-noir typing tutor."
Damn, you think, fingers drumming on the laptop. Just one more job.
Just one more.
The game was on.
Made for the Sekrit Forum Game Jam; based on http://www.glorioustrainwrecks.com/node/3131
This is loosely inspired by Claude Shannon's "Ultimate Machine", but is a little bit different. It's also inspired by Retro Sabotage.
Click a spaceship to place a target. Click another to fire a laser between two ships. Try and destroy multiple ships in one laser strike!
Chapter 6! Out of breath and red-faced and hot off the dating treadmill! You played it here first!
If you've played much ExciteTruck, then you know what this is all about.
Use the arrow keys to steer, accelerate and brake. Drive close to trees, but don't run into them!
(That circle marks where trees count for points)
Wouldn't have chosen that music if I hadn't seen this: http://twitter.com/#!/RaveofRavendale/statuses/39116316824576000
But it's perfect!
Bloody knuckles! The game you loved in middle school is now on klik n play!
New version of Grand Theft Shmup! YAY! As this is a rapid prototype, new versions should be very rapidly released.
This game is becoming a really weird shmup. I heard that dashing doesn't give good feedback to the player, so I added a trail, and I then wanted to show enemy bullets bounching off the dashing player, so I made it so that enemy bullets colliding with the trail are replaced with player bullets going the other way. This had the side effect of meaning that whenever the player dashes, he creates a shield from enemy bullets that lasts a second.
I think it's kinda cool, but I'm not sure if I should leave it in. Any feedback from you guys?
Also, I think I should make it move obvious that you can take over the enemy ships by touching them while not dashing and that you can destroy enemy ships by dashing into them, as not many people are going to try to collide with the ships on purpose. Maybe I could add a prober help screen next version? Or a tutorial or something?
Changes to v0.03 are:
Dashing now creates a shield that defects enemy bullets.
Dashing now make a noise.
You now cannot dash the whole time.
Sub Boss appears sooner, and is harder
PenguinSeph - Game Design, Programming (I used MMF1, but it's still kinda programming), "Art"
DrPetter of http://www.cyd.liu.se/~tompe573/hp for making sfxr
Everyone who has commented so far!
The controls are:
Arrow Keys - Move
Shift - Dash (while in dot mode) or Shoot (while in Ship mode)
Control - Jump out of ship.
DOWNLOAD IS HERE
I think this is starting to come together. Once the prototype yields a solid, playable mini-game (I'm shooting for one level) I can start production proper. I guess I'll need some decent graphics at that point.
Inspired by this.
Use the Eight Directions Movement to control your platforming character to get to the right side of the screen! Avoid creating highly unrealistic jumps! If your movement is too unrealistic (EG. "jumping" too high), you must restart the level!
Only three levels so far, may add more levels and features if/when I get around to it.
Made in TGF.
The Mountain is a (prototype of a) puzzle/economic strategy game (stripped down to the prototype state), where the player controls a voxel-based mountain in order to manage a settlement at its foot.
Short tutorial: Aether is your action points. You can use it to select bricks in the Mountain and place new ones on top of it. When you run out of aether, you lose. In order to have aether income, you have to maintain Fear/Love balance as close to 0 as you can. To do that, drop bricks of different colors and see how they shift balance (hint: red ones are going to become explosives later on).
The game is turn-based. This has an obvious reason later on, but right now you just have to know that you can select 4 bricks in the front layer per turn.
(look for the Mac version in attachments)
|The Mountain 0.0.5.app_.zip||7.84 MB|