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IMGD 3000 - The GamesC-term 2012 |
The Legend of Rogue Ball |
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Developed by: Brian Seney and Alfredo Porras The player controls a character that can move around and fight monsters. The player’s goal is to take a ball to a goal while avoiding traps and monsters on the way. The player has several weapons at his disposal, such as a bow and a sword, that can be used when the player is not holding the ball. The monsters feature basic AI and can stalk the player and attack. Monsters include a large, hulking monster that is slow and takes up several blocks, a monster that uses a long range attack, and a monster that steals the ball from you. Obstacles to overcome include breakable boxes, movable blocks, and traps, which add puzzle elements to the otherwise action packed game. |
Ascii-roids |
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Developed by: Matt Tomson and DJ White In Ascii-roids, the player controls a small starship in space exploring when you are attacking by hostile enemies. You must navigate the asteroid fields and survive the enemy onslaught. The ship is equipped with multiple types of weapons, such as the standard blaster, missiles, and a rail gun. The enemies are numerous and varied, and will stop at nothing to defeat the player. Each level has a boss at the end and the player must defeat it to advance. |
Need for ASCceleration |
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Developed by: Matt Ferreira and Jeff Thomas Need for ASCeleration is an ASCII maze game. Inspired by Pacman and other classic video games Need for ASCeleration puts you in the drivers seat. The player must reach all checkpoints while avoiding enemy cars that are trying to stop you. Enemies are first driven by random path finding that makes the enemy run around the map while passing through choke points to keep the player on their toes. As the game progresses the enemies will proactively follow the player around the map forcing them to stay a step ahead of their opponent and reaching all checkpoints before they run out of gas. |
Aether Rush |
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Developed by: Michael Frankfort and Ben Carlson “Aether Rush” is a space shooter based around an interesting mechanic such as “Gradius” and “Ikaruga.” Players take to the sky over a forest and must take out as many enemies as they can. The key mechanic is that you cannot fire bullets but instead ram into your enemies to destroy them. One of the key features (which is not present in most scrolling shooters), the combo system is made possible only by this mechanic. Players must try to obtain higher combos but must be wary because they are vulnerable when they are in the cooldown stage following a charge. |
Node Combat |
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Developed by: Cordell Zebrose and Michael Metzler Node Combat is a game that has the player try to out think their opponent. The player selects a given node and spawns units to send from one node to a different node. Capturing a node allows players to build different buildings on the node. The game continues until one player controls no nodes. |
Dungeon Jumper |
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Developed by: Sonya Chen and Cian Rice Dungeon Jumper is a 2D platformer / action game where players make their through an incredibly dangerous dungeon. Players are faced with many obstacles namely patrolling enemies and dangerous chasms. Dungeon Jumper features five levels, with each being harder than the last. Players can pick up extra lives and try to shoot for the highest score they can possibly get. In order to complete each level, players are required to find a key that will open a door located somewhere in the level. Can you escape the dungeon? Find out by playing Dungeon Jumper! |
Ascii-Man |
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Developed by: Gabriel Stern Robbins and Ian Fite Welcome to the wonderful world of Ascii man. You play as ascii man and must run and jump to collect all the coins in order to open up the way to the next level. But be careful, there are many traps strewn about such as spikes and koolaid. Gabriel did all of the coding and level design and artwork, and Ian made the trailer and game icon seen below. |