Little robots invisible last man standing couch multiplayer
Let's play a round of InvisiMine with your friends -- this is a local couch multiplayer game, so you will need at least a player 2 sitting next to you. You can download the windows and mac version at gamejolt.
In InvisiMine each player controls a little robot which can drive around and throw mines. But the speciality of those robots is invisibility. After a few seconds they just disappear. This means you have to remember where everyone was and especially where you are. :)
Of course not even robots are invisible all the time. If you shoot or remotely detonate a mine, if you bump into a wall or if you pick up a powerup (increasing mine capacity, adding a shield, getting a mega detonator), you will be visible for a short time -- for you and for all other players.
The winner is the last player standing. And if that does not happen quick enough, there is a Sudden Death timer.
Keyboard 1: WASD, LShift, LCtrl
Keyboard 2: Arrows, K, L
GamePads(1-4): DPad, A, X
Tools used: Haxe, HaxeFlixel, FlashDevelop, Aseprite, Reaper, GitHub, Google Docs, Teamspeak
All assets (graphics and sound) were created during the jam.
We also apply for the "most themes of the shortlist incorporated"-award, as we have robots, invisibility and chain (reactions) for exploding mines. :)
The levels are made for four players and can seem a bit large if you play olny with one friend. It should be pretty easy to add smaller levels though, so that will certainly come in a post-compo version. :)
Haha, so were you gonna make this game whatever the theme was? I guess it could also kinda fit for "The Last One" :D
Very well polished game, looked and sounded great! Very nice color palette selection, made it quite pleasant to look at. Distinguishing the different tiles was a bit confusing at first (to me, some of the walls looked like floors and vice versa) but kinda got used to them.
Wasn't the greatest of experiences playing solo but I think I got the gist of it. Adding an AI opponent (even a super dumb randomly moving one) would have made it more accessible for us loners of the world. The invisibility stuff really reminds of the invisibility in Towerfall, it quite easy to keep track of yourself but I imagine it getting way harder the more people enter the ring.
The move buffering was a bit too much for me. Or maybe it was just the delay of movements. Or maybe I'm just completely wrong and it completely plays into the skill/strategy aspect of the game.
Good job! Can't wait to try this with an actual person (or better yet, three)… ;)
Hi @Antti Haavikko thanks for playing invisimine.
You are right. it is last man standing so hereby we officially claim four themes of the shortlist. :D
The input buffering was implemented so no move gets lost. If you can't see the player and count in your head "three to the right and two up" and put those inputs in quickly (before the character can make the actual move) they are stored and processed in the correct order. I felt that was necessary to have a good gameplay. Perhaps it would be better to increase the movement rate of characters.
For an post-compo version a small AI is surely planned.
Again, thanks for playing and for providing valuable feedback! :)