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[SH11] Blocky Rhythm |
Dario ff
Member #10,065
August 2008
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I forgot about posting my entry here, so I'll follow everyone else's example. Blocky RhythmDestroy blocks, trigger chain reactions, and survive as long as you can in this stage of doom! Features
Screenshots
Also, an optional "puzzle" mode is provided, have fun solving the 10 levels! {"name":"10940-1","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/f\/4f7e0013ec36284259c5209640612603.jpg","w":1280,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/f\/4f7e0013ec36284259c5209640612603"} DownloadDownload(source+win32 binaries) Uses A5, should build easily on Linux without any problems. TranslatorHack 2010, a human translation chain in a.cc. |
GullRaDriel
Member #3,861
September 2003
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Musics, gfx, working ! A good entry too. Note that my space key hates you now ^^ "Code is like shit - it only smells if it is not yours" |
Næssén
Member #5,025
September 2004
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This game is awesome. I enjoyed it very much. Especially the puzzle part. Great entry! _____________________ |
titonbrujah
Member #11,156
July 2009
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I didn't like the survival mode much, but the puzzle mode was very nice <My Allegro projects> |
kenmasters1976
Member #8,794
July 2007
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Really nice game, very polished. I also prefer the puzzle mode. Maybe with some carefully designed puzzles it would be more interesting. Oh, and I liked the random hat detail.
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Dario ff
Member #10,065
August 2008
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I do agree about the puzzle mode thing. I think it has potential, kind of like the puzzle mode in Bejeweled or such. But that being the only mode wouldn't have fitted within the random rule or the laziness one(maybe with giving clues). BTW, there's a kind of "level editor", I just didn't document it at all. The level#.txt on the data folder are the 10 levels for the puzzle mode. Quote:
000000000000
The first 12 lines repesent the blocks with their ids. Line #13 is the width of the arena. Line #14 is the number of moves. If anyone wants to play with it, there you go. TranslatorHack 2010, a human translation chain in a.cc. |
titonbrujah
Member #11,156
July 2009
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I found the number of moves kinda... confusing. Sometimes I would do some action I thought would be a move, and it didn't decrease. How exactly does it work? <My Allegro projects> |
Dario ff
Member #10,065
August 2008
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The move is considered when you destroy a block. Pushing is free. TranslatorHack 2010, a human translation chain in a.cc. |
Slartibartfast
Member #8,789
June 2007
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Very fun game, and interesting gameplay. Puzzle mode is cool ---- |
Matthew Leverton
Supreme Loser
January 1999
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I tried to like this game ... but I think I don't get how to play the game. |
weapon_S
Member #7,859
October 2006
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Yes. I was planning on playing the survival mode again to get the rules figured out. |
Dario ff
Member #10,065
August 2008
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Matthew Leverton said: I tried to like this game ... but I think I don't get how to play the game. I think I overload the player with too much information(too much to learn, and barely anything explained), tho if you don't try to understand it at all you might be just fine pushing and destroying around(hence the laziness rule) If you want to give it another try though, the mechanics are pretty simple.
That's all about triggering. I thought leaving it to the player to find out on his own would be enough, but it's not intuitive enough(a good example of intuitive is Mark's game; crash once, and you know the effects already) Combos are just when after destroying a block, 2 blocks of the same type are next to each other after falling because a block below was destroyed. The first stage in the puzzle mode is the best example for it IMO. All that info is just too much I guess, but all feedback is good. I just think that survival mode shouldn't start so soon with the stage events and give you more time to experiment with just colored blocks. TranslatorHack 2010, a human translation chain in a.cc. |
Slartibartfast
Member #8,789
June 2007
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I think playing puzzle mode is a good introduction into the arcade/survival mode; That's how I played it. ---- |
Matthew Leverton
Supreme Loser
January 1999
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Dario ff said: If you want to give it another try though, the mechanics are pretty simple. It just seems that as a whole, it starts becoming meaningless, chaotic block breaking. But that could be me being too lazy to try to set things up. |
Bruce Perry
Member #270
April 2000
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Awesome game If you play it for long enough, you do figure out how it works. I did. Some combination of trying things out and reading the hints did the job. What's lacking is a non-punishing environment to do it in. Avoiding floor spikes early in the game might be enough. Another possibility is to start with not all the block types enabled and then enable them later. I think it can appeal to two audiences at once: smart players who can figure it out and create fancy combos, and players who simply enjoy the sensation of blowing stuff up. Maybe I'm both. By the way, was this meant to happen? {"name":"wall-laser.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/9\/09b423ce6af290beac71bcf52a4f4a80.png","w":1280,"h":960,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/9\/09b423ce6af290beac71bcf52a4f4a80"} -- |
Dario ff
Member #10,065
August 2008
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How could I forget that before submitting? TranslatorHack 2010, a human translation chain in a.cc. |
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