That seems pretty vague... is it OK if I sketched a bit of ASCII art for inspiration and concept development?
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Indeed the controls are part of the challenge, but more than that they are misunderstood. :)
Spamming the move keys like you are doing is only beneficial at top speed. To speed up timing is important. After you've gained some speed you can easily out-swim a jellyfish. Hopefully this video will make it more clear:
Since sound is currently the main thing through which you get feedback on the accuracy of your timing, playing without makes it harder to win.
The best moment to hit a key is when you are about 3/4 on the way to a square, once for each sqaure that you move. The swimming animation will more clearly hint at this moment in future versions.
After many tries I made it past the bombers...
And then the game introduces you to the submarines. :)
Fun game with maximum spam factor. You will need all your fingers on the keyboard to win this one. Sometimes it's hard to see what number goes with your target. It would be nice to have a HUD in the bottom of the screen showing your target, maybe leaving out the numbers of the rest of the screen entirely.
Glad it works and that you like it!
I think the music will be more fitting when time limits and multiplayer have been implemented. You will really have to spam to win. I hope that doesn't burst your bubble. ;)
The forced fullscreen option seems to create this problem. Adding this was a quick fix to prevent bits of the level from falling over the edge of the screen. We're working on a better solution.
Thanks for reporting the issue.
It's a bit like those dance games in that timing is important. Admittedly hinting of the perfect moment to hit a key could be improved. The pitch of the plop tells you how well your timing was.
Technically speaking you need to press a key just before you reach the center of a square.
Even during the voting it should be ok to develop your game further, btw. As long as you do so in a seperate branch without modifying any of the binaries (executables) on your project page. As long as judging is in progress people should (be able to) judge the game based on the version of the moment of the deadline.
Thanks for pointing it out this discrepancy, it will be fixed. The intended license is CC-BY-SA 4.0. The NC bit got dropped after I was made aware of the fact this makes licenses non-free.
Glad to hear you like it. :)
I was wondering about the average payout processing time. Last Sunday I initiated my first payout and it's still listed as in review, with both status and destination labelled pending.
Can I expect the payout to be processed before the next weekend?
As a subtle feature request on the side: A search function within the community might have answered this question.
I disagree on the keyboard input. Note how you can combine two keys on the numpad to aim in sixteen different directions.
Mouse aim has been considered and might be implemented along with input options. I would really advise you to find a second controller, though.
Walking out the door (top) exits the game.
Rars are not well supported in Linux due to their proprietary nature. Tar.gz would probably be most preferred, but zip is fine too.
The AsteroidX file was not recognised as an executable file but as a shared library and I had to chmod u+x it in a terminal to be able to run it. It only gave the following error message:
error while loading shared libraries: libstdc++.so.6: cannot open shared object file: No such file or directory
I'm running Xubuntu Linux 64-bit