48 Hour Competition: Procedural Generation (Jun 2009)
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By Robert Goss and Sam Gynn. DescriptionFly through randomly generated tunnels fending off infinite furry caterpillars of doom. CommentsSemi-generic shooty game done in tube. Looks like the dynamic tube generation took longer than expected, as the gameplay isn't up to the usual standard of shooty games made by WGDS types. I like the fact that the default behaviour is to carry on along the tube at the same distance from the edge. The controls could do with a little work, and the way the waves of enemies are generated and thrown at the player needs addressing; they tend to just arrive in big clumps.
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By Alan Hazelden, John Pennycook and Sarah Marshall. Comments
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By Philip Hazelden and Philip Broadbent. CommentsInteresting idea for a game, but unfortunately the "life" system seems a little too chaotic to be "fun" as a game. The interface is well implemented, but the learning curve is more of a learning cliff and it just seems like it needed more than 48 hours to get to a point where it was a game rather than an interesting toy.
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