Hello everyone. This is my first post on this forum, and I'm not much of a forum-guy - so please forgive me if I'm being an idiot (but point it out, I don't want to be an idiot).
Now, with that out of the way;
I made a game for Ludum Dare #26, which I'm quite happy with. It's an action-puzzler.
I'm quite happy with how this has started out, so I intend to do much more with it - maybe create a version polished enough to sell. The feedback I've gotten from my friends and coworkers - and a bunch of people I don't know - are pretty overwelming; One guy played through over 3000 levels to create a speed run video. He beats the game in 97 seconds.
I've figured out a bunch of flaws so far, that will need to be fixed after Ludum Dare is over;
- On level five, about 12% of players quit because they don't figure out that they can shoot.
- Level nine is too hard, too early (About 1/3rd of the people who reach that level quit).
- Level 12 and 13 are quite mean, they should probably be put in their own gameplay mode for massochists.
- It's easy to lose orientation after a rotate - by adding some delay when rotating, I could give the player time to catch up with itself.
- The sound is too much.
Some screenshots:
You can try the game here:
http://ld26.trygvevea.comI got two plans for the game:
1) Short-term: Create a new and polished web-based version of the game. This is mostly about fixing the flaws, adding more content, and showing off the new name of the game. (I'm going to ditch 'BLOB')
2) Long-term: Rewrite the game in C++, pimp up the graphics significantly and maintain one code-base for all the platforms I intend to support. Add a bunch of features and content in the mix and sell this version as a proper title.
Let me know what you think!