Play smol game
Ninja's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
The gameplay (how fun it is and how it fits into the genre) | #11 | 3.175 | 3.667 |
The design | #16 | 2.887 | 3.333 |
The quality | #17 | 2.887 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Twitter
I have no twitter :/ My itch.io page is my main public page.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Interesting game! I like the concept but it's maybe too easy, are you using pathfinding to chase the player ? I took a look at your GitHub, it seems you write game engines, pretty cool :)
Thanks! The "pathfinding" is pretty basic. The guards will move toward you if you are on the same X or Y as they are, otherwise they will wander randomly. They don't even check for walls in their way, they will still try to move toward you. I wanted to keep the cost of the guards low so that I could have hundreds of them at a time. Doing any sort of traces or real pathfinding for each guard would severely lower the practical limit on the maximum I could have.
clever use of text, enjoyable game.
I'm glad you enjoyed it.
Really good! I would have enjoyed a bit more variety in the gameplay and look, but overall it was enjoyable!
Thank you!
This is pretty clever, how did you resize the window by any chance? You can probably see from my game it seems to have issues.
I made calls to .NET's Console.SetWindowSize(width, height) and Console.SetBufferSize(width, height) at the start of each round. Then for the rest of run time I make the assumption that the console is the same size as my constants, which allows me to move the cursor around and update individual characters/pixels instead of redrawing the whole screen. You can see the calls in the PrintTitle() function here on my GitHub.