option A: pizza-making sim, physics-based, where you get increasingly elaborate orders & have to keep the toppings from falling off. #ldjam
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option B: space-invaders-y shooter where your defeated enemies pile up at the bottom of the screen and push you closer to the action.
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of the two, B sounds more definitely achievable and would give me more time to do good art, but A has a significant whimsy advantage.
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Replying to @bnewendorp
maybe—I could see it being near equivalent to any other space invaders game, though. not sure rising floor would change the gameplay enough.
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Replying to @mahalis @bnewendorp
Maybe geometry wars style but instead it blocks your path?
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Replying to @Nahirk @bnewendorp
I haven’t played Geometry Wars in ages—how would that work? is the rule that live enemies hurt you when you touch them and dead ones don’t?
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Replying to @mahalis @bnewendorp
Live enemies hurt you. Dead enemies explode with glorious particle effects that don’t kill you, except for a few specific ones. For this I could see it going both ways. Some enemies would just be a road block while others would be a mine or something.
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Replying to @Nahirk @bnewendorp
oh it’ll have glorious particle effects regardless, because wtf are computers even for otherwise. I’ll have to try out some of this gameplay.
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I could also see a cool mechanic where the corpses of your enemies block you, but you can choose to take some damage to your ship to clear out debris by ramming them.
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Non sequitur, but the combination of the words “corpses” and “mechanic” reminded me of this thought-provoking Terry Tao post:https://terrytao.wordpress.com/2007/02/26/quantum-mechanics-and-tomb-raider/ …
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huh. fun conceit, but the way it explains QM feels kinda arbitrary. my current gold standard for that is Yudkowsky:https://www.lesswrong.com/posts/7FSwbFpDsca7uXpQ2/quantum-explanations …
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