[LD 33] Earth Was a Bad Choice

Show us your completed creations made in Construct 2

Post » Tue Aug 25, 2015 6:40 pm

Image

Play Earth Was a Bad Choice

You're an alien that was hoping Earth was a nice vacation destination, but quickly found out the inhabitants are hostile. Race to your ship through a flurry of explosions. There's a definitive ending. I hope you get to see it.

Directions:
  • Press any key to progress the dialog
  • Move left and right with either Arrow keys or A&D. (Touch controls are enabled work if you're on a mobile device)
  • M toggles audio
  • Try and remain airborne
  • Chain explosions for sweet combos

Here's the game's Ludum Dare page. I hope you enjoy it! Feedback is always welcome. I'm eying this up for Ludum Dare's October challenge.

Also, check out this thread for other LD games made in Construct 2.
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Post » Wed Aug 26, 2015 3:59 am

Fun, love the combo mechanic. Also, great title, made me curious enough to play.
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Post » Wed Aug 26, 2015 9:09 am

Cool idea! It was kind of hard for me, or I have not played enoguht with it :D
Maybe I would put the energy bar somewhere fixed on the screen.
It is so easy to catch me with these minimalistic pixelart style graphics. All I wanted to say is I liked the graphics very much :D
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Post » Wed Aug 26, 2015 10:49 am

Great stuff, fun & very playable. Nice ending & I liked the stats thing at the end (highest combo 19).

Would make a nice little browser or mobile game, & if you do continue it then I think the object spawning on levels 7+ could be tweaked. I had lots of attempts where I'd catch every jumpable object but still die. Maybe have more regular ground vehicles or missiles? Or adjust the random spawning to not be purely random, eg. on a timer with +/- some random number.
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Post » Thu Aug 27, 2015 10:06 am

Love the bounce, When I have done bounces before though it always propels and I cannot change the direction was there a way you got this to work?

Thanks.
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Post » Thu Aug 27, 2015 1:31 pm

Thanks for the kind words everyone.

@mattb
Timer with +/- random is exactly how it's set up now, but the timer and random values are modified per level. I agree that if I were to continue working on the game, some levels would need to be tweaked.

@EXPFall
I'm not sure exactly what you're asking, but the bouncing basically works like this:
  • Each enemy/projectile has horizontal and vertical knockback variables called Hpower and Vpower .
  • When the player collides with an enemy/projectile:
    • Calculate the angle between the enemy and the player: angle(enemy.x, enemy.y, player.x, player.y)
    • Set the player's Vector Y to -enemy.Vpower. This ensures that collisions always result in upward motion.
    • Set the player's Vector X to (Player.Platform.VectorX + cos(angle)*enemy.Hpower). This pushes the player away from the enemy horizontally.
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Post » Thu Aug 27, 2015 6:31 pm

Thats was fun :)!! I was literally bouncing all over the place when got about half way before my energy ran out. Gonna try again later....i can beat this... 8-)
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Post » Thu Aug 27, 2015 6:58 pm

Great.
Finished it :)

The first screen looks like my apple IIe games, like "Lucifer´s realm" introduction, the sound likes Asteroids, the player walking like "Captain Goodnight". I came back few years ago playng the game.
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Post » Sat Aug 29, 2015 6:00 am

Nice game! i like it
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Post » Tue Sep 15, 2015 11:18 am

Congrats on being in the top 5, well deserved & a really fun game.
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