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Dec 20, 2013 | 11:50 PM EST

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Hour Master 5 Points Finish the first level.
Minute Master 25 Points Finish the Second Level
Marching Master 100 Points Defeat the final level (yes it is possible...pause button is your friend)

Author Comments

Just a bit of a prototype really; I mean I made it in 48 hours. Expect (though still report) bugs; I'm proud that I was able to make so much in 48 hours, but there's a lot more I'd like to do with this. And I'll also admit, since it currently has no tutorial levels, you are kind of dropped into the middle of a complex interface with no life-preserver, but I'm sure everyone is smart enough to figure it out. Difficulty ramps up quickly because of only three levels.

Guide image for those that need it:

Post Compo-Version will have more levels and better in-game tutorial/explanation etc. But this submission is Ludum Dare as-is.

For those that are wondering; the theme 'you only get one' comes into fruition through the levels 2 and 3. Level 1 was supposed to be a relatively easy introduction.

Original Ludum Dare Posting for those that want it:



Rated 0 / 5 stars

You know, it's been a while since I've seen something stay under judgment for so long. This implies a lot of things, and none of them are good. It might mean that no one has the plug-in required to play, which I consider an automatic failure already. You're supposed to make things that work all the time. The next thing this could be is that the score is so divided that it is a hair's breadth between blam and save. The last thing that this could be is that no one is voting on it.

Personally, all of these hypotheses that I came up with to explain this are tells enough to the quality of this game. Heck, I even admitted that this automatically fails for me. Maybe this would've passed sooner if you didn't rely on another plug-in.

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Bcadren responds:

All I know is I've gotten a lot more attention and feedback here than anywhere else I posted it. And yes, it is glitchy because it's a 48 hour compo entry.

On Ludum itself: 28 ratings; 16 comments. Not public rating-values for 13 days.
On Kongregate: Not enough ratings for public rating value; 201 plays. 1 comment.
On GameJolt: 25 plays, 1 Rating/Comment.
Here: 1189 views; 9 comments.

Rating has been hovering at 2.5 here. *shrug*

Also I suppose I wouldn't be offended if it is removed; I'm long past knowing what I need for next version; just haven't had the chance to work on it with Christmas being so close. I'd submit new version separately and not as an update regardless, because this is the 48-hour compo entry.


Rated 2 / 5 stars

The constant spawning almost made my computer crash, try not to make them spawn every 2 seconds?

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Bcadren responds:

It's because the AI that makes them walk being expensive on older or slower computers. It works fine on mine, which is a top of the line Asus Laptop but during the 48 hour speed development period; I didn't consider other computers. Next addition will add touchscreen compatibility and redo the physics to be cheaper, hopefully.


Rated 0 / 5 stars

this game reminds me of et

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Rated 2 / 5 stars

I was really lost... There were virtually no in-game directions or objectives; it would have been much more practical to integrate the instructions into the game, rather than requiring players to view a separate page. The graphics also need work and you should consider adding some music or sound effects to make it less monotonous.

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Bcadren responds:

Thanks for the feedback. I'll take it as advice for my next Ludum Dare; I do now realize that play-ability needs to come before technical features and the like and a few working features is better than a lot with several glitches. But, this was a 48-hour competition entry and I'm not editing THIS SUBMISSION of it. I will; however, release a post-compo version (no estimates on release date, yet); which addresses the concerns of the you, myself and the many others that have commented; as well as adding more content. Again thanks; I don't take any offense to an honest low rating.


Rated 3.5 / 5 stars

This is cool! It reminds me of a 90's shareware game. Could definitely be tightened. Would love to see that, but would rather see INSTRUCTIONS instead of an explaination for why there aren't any's too complex to unravel the mystery of each krampon ability.

also, I'm not entirely sure, but the game is a little sluggish. I would guess the framerate is under 28FPS, if it were closer to 38 that would rock harder. there is also terrible lag with many krampons (?) on-screen.

graphics could be polished, for a version 1.5, they are admittedly somewhat dingy as is (no not dinghy, just a little drab, sharp, and kinda blurry).

as a final thought, i'd just like restate that i'd love to see a v 1.5 because I love Lemmings and this could be a great christmas-themed verison of that.

for the lag, i can only recommend reducing the size of the toy soldiers graphics, not just their movieclips, but the selectable, pixel-clickable objects that were traced from bitmaps or whatever.

also, i think Unity is a piece of trash, but that's STRICTLY my opinion. i don't think it allows the kind of flexibility any creative person really wants from an SDK.

Bcadren responds:

Actually I know what causes the lag and I will fix it. This was a compo entry for Ludum Dare; so I submitted it as-is. Update will be a bit yet. If you are wondering though; the lag is caused by the fact that every single pixel of the background is a separate physics object and each soldier is 6 with AI making the march work. I'm going to change it to pixel-data direct calculations instead of actual physics and it should clear up the frame rate and a few glitches.