EscapeMare- entry for Gamejolt contest #8

Hey,

You all have no doubt heard about the Gamejolt Contest #8, and many of you are likely participating. I just wanted to get some feedback, because while I know doubt a dozen better entries than mine, thats no reason not to make mine as good as it can be :D.

The premise of the game is that you are trapped in your own dreams and have to escape past the monsters without being seen and after you make it through all the levels, you wake up and win.

Here is the link: http://gamejolt.com/online/games/other/escapemare/9114/

Just so you know, I do plan on adding more levels before the contest ends, I was just more concerned with the actual game itself first.

Any bug reports or feedback would be greatly appreciated!

Image for thumbnail:

http://images.cdn.gamejolt.com/games/9114/thumb1.jpg

I’ll upload some actual screenshots closer to the contests end.

Nice game, however I noticed a slight problem with the enemy(how do you call it-the yellow rectangles that represent line of sight). They will extend past walls and thus (sometimes) if the rectangle falls on the player nothing will happen because it can’t see thru walls.

Did you press d? because those rectangles are for debugging purposes :P.

I guess I should take that part out if it causes confusion.

EDIT: Taken care of

This again

[quote]You need Java installed to play this game. You may use the button below to get it.
[/quote]

What do you mean again?

And just to be sure, do you have java installed? Do other applets work for you? What browser are you using?

Thanks.

I experienced this before on java4k. I have all gears equipped rightly (I develope in java afterall). Maybe you set the runtime to be java7?

how do I change the runtime version to java 6?

On eclipse set the target of this project to java 1.6.

Alright can you try it now? Thanks :slight_smile:

two things:

(1) The controls need to be better programmed. You get ‘stuck’ trying to make a 90 degree turn down a passageway.

(2) The game would be better and more self-explanatory if you highlighted the area that the monsters see.

Other than that - it’s pretty good. Iron off those rough edges, throw in some more levels and some variety and I reckon you’ve got a good game there.

Played and commented :slight_smile:

I also join GJContest8, but my team decided to use C2 rather java.

  1. yeah, this is something I have been struggling with. I’ve thought of just making the wall collision more lenient, but that might make things a little strange-looking.
  2. I’l have to try dimming everything but what the monsters can see or somethign along those lines.

@ Rebirth, thanks for trying :), Could you give a little more feedback, because I would like to know how I can improve from the 1 rating you gave me? Thanks :slight_smile:

1? it’s 2.

Okay from my 2 cent: no sound, hard play (the skeletons are too fast, although I can finish it), too short. :slight_smile: hope it helps, there’re about 2 days before the deadline.

oh, now its 2.

Yeah, I’ll try and fix those things :). Not sure what I’ll be able to do about sound, but everything else should be possible.

What make it hard to play is the movement isn’t tile based so i have to deal with small corner collisions.

Yeah, those corners are killing me.

Since the overwhelming opinion seems to be that the corners are a pain, I’ll try and make them a little bit more forgiving :).

My entry use double rectangles technique. Adjust the player sprite’s anchor with an invisible box sprite’s anchor. The box is smaller than tile size, used to check collision. That why you can see no collision detected on shoulder, head, or foot of player sprite.

Okay, I think I have addressed all the feedback:

  • The entire level is now dimmed other than where the monsters can see.
  • I added a bit of code in the wall collision that will assist you on the corners

If anyone could give me ideas on how to make the lights better, because rectangles seems unpolished in my opinion, that would be great!

Now I’m going to write a few more levels and improve the current ones so that here is actually enough content to play.

I’ve updated with a few bug fixes and tweaks, and 5 new levels :), more should be on their way just in time for the deadline :slight_smile: