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287755 Posts in 9135 Topics- by 6766 Members - Latest Member: sanjukumar

November 21, 2009, 03:26:20 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsProcedural GenerationLaser Bunny - Adventures in the Alien Death Mines! [FINISHED-UPDATED-OWLIER]
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Author Topic: Laser Bunny - Adventures in the Alien Death Mines! [FINISHED-UPDATED-OWLIER]  (Read 6762 times)
Dugan
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« on: June 01, 2008, 10:55:51 AM »



HARDER, BETTER, FASTER, OWLIER!
Here is a newly polished up version of the game.
The water chases you much faster, levels are more concise, art given a new lick of paint. Still lots of extra stuff we would like to put in like music, but it just isn't practical with this version.

Dload link to new version is as before:
www.tikipod.com/laserbunny/laser_bunny_setup.zip


and for nostalgia...

Older version can be found here:
www.tikipod.com/laserbunny/laser_bunny_setup_PGC.zip




(OLD STUFF BELOW)>>>
-------

Hello

We finally have the game in a finished sort of state! Hooray.

Dload here (about 4 meg):
www.tikipod.com/laserbunny/laser_bunny_setup.zip

screenshot:


Its our first attempt at one of these competitions, so go easy Wink
Using `Wizard of Wor` as a loose starting point, we have made a little maze shooter with randomly generated mazes.

There are 10 levels in total - with an increasing number and variety of enemies as you progress. Guide LASER BUNNY up through the mines before they get flooded, once submerged you lose ALL lives so be careful.

To install - unzip the exe, then just install away.
Controls are available from menu screen. (WASD or ARROWS)

Note that the poison gas clouds in the game slow your speed temporarily.
Also you`ll have to use your brain to remember what level you are on as we forgot the indicator (go oldskool and use a pen and paper).
And sadly no time for massive end of game bosses Sad
BUT there is an `end of game` screen, so there is a token reward for finishing all the levels!! YAY!!!
« Last Edit: June 25, 2008, 12:17:36 PM by moogled » Logged
Melly
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« Reply #1 on: June 01, 2008, 11:00:58 AM »

Well holy shit the art's awesome, and it seems to have a Borberman vibe to it.

Think you'll be done for the deadline tomorrow?
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Dugan
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« Reply #2 on: June 01, 2008, 11:21:31 AM »

Thanks  Grin
We sure hope to have it done - at least as far as being playable if not 100%. The sounds could do with a mixdown, still missing the player sprite anims, so lots to do still and my brains now beginning to fail....
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Dugan
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« Reply #3 on: June 02, 2008, 12:31:11 PM »

ok - we are almost ready to pop a version up. Just need to sort some hosting out...

going for the UK midnight deadline of course Wink

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Taysticles
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« Reply #4 on: June 03, 2008, 07:34:10 AM »

Looks great. Fun too. I had a couple of tries, poor rabbit...
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Dugan
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« Reply #5 on: June 03, 2008, 01:11:29 PM »

I`ve had 1 report of a crash bug so far (a crash on loading), if anyone else has any issues - please post here and we will try to resolve them.

cheers!
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Melly
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« Reply #6 on: June 03, 2008, 03:27:04 PM »

Well, first things first, the art is awesome and adorable, and it needs music. Tongue

I liked the simple gameplay coupled with the maze navigation, however you should probably make the experience a bit more concise. Either make each level shorter or split the number of levels by half. They take a good while each to beat, tending to drag, and I think showing new enemies each level would benefit it and make the overall experience more enjoyable, but that might be me.

No bugs found.
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Daniel Benmergui
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« Reply #7 on: June 03, 2008, 09:16:32 PM »

I have to say that after trying 15+ of the weird stuff in this compo, your game was a relief to try. Simple, and no instructions needed. And I had fun for a few minutes with it.

Very good job.

I agree that the levels are too long...

Also, add some upgradeable stuff, a comic-style intro, and you can sell it through Reflexive's portal Smiley.
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Daniel.
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Dugan
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« Reply #8 on: June 04, 2008, 03:30:35 AM »

Well, first things first, the art is awesome and adorable, and it needs music. Tongue

I liked the simple gameplay coupled with the maze navigation, however you should probably make the experience a bit more concise. Either make each level shorter or split the number of levels by half. They take a good while each to beat, tending to drag, and I think showing new enemies each level would benefit it and make the overall experience more enjoyable, but that might be me.

No bugs found.

All great comments - much appreciated! Bite sized levels would be much more suitable, also some sub stage element (like terracing) so you get a clearer sense of progression. Some secondary gameplay effects would be good too, like flamers burning bushes, and maybe the ability to plant temporary bushes perhaps (works like a shield). And big bosses of course!! Smiley

ta for the feedback!
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rtypes
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« Reply #9 on: June 04, 2008, 01:58:19 PM »

Yep, I agree with the previous comments.
Shorter levels, level indicator and some bosses would be nice. In-game music desirable but not essential, although it really can add to the atmosphere, especially when you're close to bunny death.

Fun game though.
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Fifth
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« Reply #10 on: June 04, 2008, 02:23:50 PM »

Bunny death?  I had 15 carrots by the end!

Anyway, it's fairly simple fun, and well-presented.  But it does seem like it needs a little something... though I can't say quite what.
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Go Moon!
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« Reply #11 on: June 05, 2008, 01:29:20 PM »

Really cute game. Good job.
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« Reply #12 on: June 05, 2008, 08:38:33 PM »

I loved the art (of course) and the game was compelling for a while.  It needs a bit more carrot (pun intended) to draw the player on, though.  Once you get far enough ahead of the water there really isn't any sense of danger.  Perhaps more challenging enemies or environmental challenges would help.  Additional power-ups would be a bonus too, especially if you could save them up and use them when needed (flame-thrower to burn down hedges, etc).  All in all a surprisingly polished game!
Cheers,
--Zack
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Ed
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« Reply #13 on: June 06, 2008, 02:51:38 PM »

Yeah I think it could do with more pressure. If the water advanced quicker, even just navigating the maze under pressure might be quite fun.

It's really slickly implemented though, and looks lovely!
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Pip
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« Reply #14 on: June 11, 2008, 06:05:49 AM »

I must say I found it quite frustrating to go two levels in a row without any new  enemies, and also the water didn't bother me once. So what this really needed was the difficulty being cranked up a few notches. Also, sometimes an enemy spawned under my feet, or walked out from the mines at the sides, with no warning, which felt a bit unfair.

Very simple but effective animation as well.
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