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Mousetrap

Version: 0.9
Author: Steve Published by Steve.org.uk
Category: Puzzle Rate this game yourself!   Average of 3 Ratings:3.973.973.973.97

Mousetrap Screenshot Old-fashioned arcade/puzzle game in which you run around eating fruit

Mousetrap is an old-fashioned arcade type game in which you move your avatar around trying to eat fruit and avoid being killed by baddies. The game requires patience and dexterity to win.

License: free

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no no yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Anonymous on 2005-06-13.


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Comments

  Can't compile. posted by CrazyTerabyte @ 200.217.183.105 on Jul 12 2005 1:14 PM 22
make[1]: Entering directory `/home/denilson/Lixeira/mousetrap-0.8/src'
g++  -O2 -g `sdl-config --cflags`   -c -o mousetrap.o mousetrap.cpp
mousetrap.cpp: In function `SDL_Surface* loadImage(char*)':
mousetrap.cpp:107: `F_OK' undeclared (first use this function)
mousetrap.cpp:107: (Each undeclared identifier is reported only once for each 
   function it appears in.)
mousetrap.cpp:107: `access' undeclared (first use this function)
make[1]: *** [mousetrap.o] Error 1
make[1]: Leaving directory `/home/denilson/Lixeira/mousetrap-0.8/src'
make: *** [mousetrap] Error 2
It will compile if I add #include <unistd.h> to mousetrap.cpp. Shouldn't be easier to just use fopen(f_path,"r") and check if the file has been opened?

By the way, I think you should use "using namespace std".

Now, the list of suggestions:
  • Really needs graphics... And also animations... And should use SDL_image to load graphics from PNG files instead of BMP files.
  • Really need better collision detection.
  • Joystick support.
  • Mouse support could be cool. Since gameplay is very different when using mouse, some rules could be changed.
  • Multiple levels, more or less like "Snake" (from Nokia cellulars) levels.
  • Visual feedback of shield "power" near the player.
I like the "last life" sound.
 
[Reply]
  Three more things posted by CrazyTerabyte @ 200.217.183.105 on Jul 12 2005 1:21 PM 22
Three more things:
  • When an enemy spawns, it should be "deactivated" or "unharmful" for a few seconds. Just to avoid the new enemy killing the player without even a change to move away.
  • Is highscore saved? If yes, it isn't working well. I've played it for a lot of minutes, then I pressed ESC to quit. I did not have "game over". However, when I started the game again, hiscore was zero. So, hiscore should be saved on both game quit and game over.
  • Why the player always respawn in position 0,0 ?
 
[Reply]

  never ends posted by pawn @ 81.246.233.235 on Jul 11 2005 1:53 PM 22
your game can be fun, but it never ends. I just managed to clear the screen with 8410 points and 23 lives and the difficulty is still the same.when you die, you kill some balls then eat some fruit and get your life back.
You should make the balls move quickly along the time, or the lives come less often. You can also reduce the time you can kill balls when respawing. But you should make your game not infinity playable with a constant difficulty. You should also improve graphics (im thinking of balls that move trough the hero) to make this little game good to keep on the hand :)
 
[Reply]
  Re: never ends posted by Anonymous @ 82.41.48.231 on Jul 11 2005 4:39 PM  

Cheers for the feedback, I think you're right.

I've made it gradually easier to the point where longer games are much more likely. I think that I'll have to add some new behaviour, whether it's movement dynamics or speedups.

I guess I will have to consider different options and try to make sure it remains more balanced. Perhaps a new life should be harder to gain for a start.

 
[Reply]

  Not much, but it's fun! posted by mmarshall @ 68.92.147.104 on Jun 17 2005 11:29 AM 4444
The graphics are sparse... but it's quite fun! Very quick to build, and worth the download.
 
[Reply]

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