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Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 2:17 am
by Jeff-20
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Use Joystick or Keyboard (WASD) to escape a graveyard full of ghouls.

It's a working draft right now. Just thought it would be a fun weekend game.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 2:35 am
by Misfit
Thanks,
Nice "Game & Watch" feeling and great graphics

hiscore : 8

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 3:01 am
by Jeff-20
Misfit wrote:Thanks,
Nice "Game & Watch" feeling and great graphics

hiscore : 8
Thanks! The game has an ending at 10.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 7:46 am
by hasseapa
Addictive and stylish as always :D The multicolor player character is a nice touch and makes it stand out in subtle way. I made it to the end rather quickly (the knowledge of 'only' ten levels motivated me).

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 11:15 am
by Boray
Nice! You did it!

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 11:44 am
by Misfit
"You did it!"
We need more levels and features (moving enemies or something)! :D

Very addictive.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 4:02 pm
by ral-clan
Thanks. I needed something to get me in the Hallowe'en spirit.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Oct 29, 2016 8:05 pm
by Ola H
Very neat little memory game :D A tad easy perhaps, but on the other hand, I'd probably get furiously frustrated if it was more difficult. Time bonus could maybe invite some risk/reward-aspect to make it more challenging without taxing memory in unpleasant ways... I'm thinking both of a timer during movement and a timer while viewing obstacles. They could also coordinate, e.g. the longer you choose to view the obstacles, the less time you have during the movement phase.

A step counter could also be used for score. The less steps you take, the higher the score. Add another key (or another object) to pick up and suddenly the shortest safe route could be really hard to figure out quickly, even with just a few obstacles.

Just thinking out loud - the game still works very well as a it is 8)

Re: Halloween Game Release: It Came From the Grave

Posted: Mon Oct 31, 2016 2:02 am
by Vic Porter
Delightful ditties and nice graphics! Got 8 points, will try again later.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Nov 05, 2016 1:27 am
by Jeff-20
Thanks for playing, everyone! It was just a quick, impulsive project. I didn't really get to do everything I wanted.
Ola H wrote:... I'm thinking both of a timer during movement and a timer while viewing obstacles. They could also coordinate, e.g. the longer you choose to view the obstacles, the less time you have during the movement phase.

A step counter could also be used for score. The less steps you take, the higher the score. Add another key (or another object) to pick up and suddenly the shortest safe route could be really hard to figure out quickly, even with just a few obstacles.
Thanks for the tips. I think of Halloween as more of a child's event, so I thought of this game as being "kid-friendly" with simple, cartoonish graphics and sound. I have an accommodation for two or more keys in the code, so I may implement some kind of advanced mode for adults.

As for the timer and step counter suggestions, do you think it might take away from the suspense of each step and turn it into a familiar, arcade style game? I wanted slow, methodical steps to go for a different kind of tension ("did i remember correctly?"). Even the score is not really a competitive score, it really should be a percentage complete number.

I will make some changes and upload an updated version.

Re: Halloween Game Release: It Came From the Grave

Posted: Sat Nov 05, 2016 9:21 pm
by Ola H
When you put it that way I guess I have to agree - too much strategy will probably take away from the suspense. But I think the timer idea, i.e "the longer you choose to view the obstacles, the less time you have during the movement phase" might work as it doesn't add strategy to the movement phase; it rather adds another layer of strategy: deciding how much faith you have in your own memorizing skills.

Another idea: While you watch the obstacles, more obstacles appear! That is: the longer you choose to memorize, the more you have to memorize :D

Re: Halloween Game Release: It Came From the Grave

Posted: Wed Nov 09, 2016 9:09 pm
by R'zo
Very enjoyable. Your ability to make something creative and fun out of something so simple never ceases to amaze me.

Re: Halloween Game Release: It Came From the Grave

Posted: Wed Oct 09, 2019 4:04 am
by Jeff-20
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Updated for the season. New graphics. Kid friendly for spooky holiday fun. I hope you like it. I am still considering some of the above suggestions from those wanting a more serious game. Can anyone help me improve the 16x16 enemy graphics?

Re: Halloween Game Release: It Came From the Grave

Posted: Wed Oct 09, 2019 5:42 am
by alexjlopez
Jeff-20 wrote: Wed Oct 09, 2019 4:04 am Updated for the season. New graphics. Kid friendly for spooky holiday fun. I hope you like it.
Love this game! Thanks!

Re: Halloween Game Release: It Came From the Grave

Posted: Wed Oct 09, 2019 10:19 am
by siccoyote
Just had a good go at this after seeing it on the releasing page. I've only managed to get up to 50%, and only just after about 30 playthroughs had it deliver an unwinnable screen.
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Dunno how to avoid this unless the vic has to calculate if there is a route and not put a baddie down in a place where there isn't, but that's proabably asking the vic to think too much.
I like the new Game Over screen, kind of miss Frankenstein, but only after I went back to compare.

The Gate & Moon are certainly more horror movies style, the Pumkins look more pumpkin shaped. The main sprite makes better use of the multi colour mode. I like the 3D Graveyard fixtures, they stick out better. I also like that you can more clearly see where the baddies were when you conplete a level.
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The Lightning does add a nice atmostphere to the game, it's just unfortunate that it does make the control a bit more fiddly. I went back to the old version and the controls are more responsive. I'm torn wether the addition of lightning is worth the cost to control. Maybe if there was less of it.

Think I might get my friends to play this if I have a halloween party, certainly a game everyone can enjoy.