An accurate simulation of "The Hunger Games". You're a tribute, fighting intelligent AI in a "battle royal" to be the last person standing. Inspired by the novels by Suzanne Collins and the movies by Lionsgate Films. This is a turned based combat game in 1st person perspective, with Roguelike elements. The randomly generated arenas feature a central "Cornucopia" filled with melee and ranged weapons along with food and other gear, surrounded by wilderness in which one can hide or forage. You may form alliances with the other tributes, and backstab or be backstabbed by your allies. In the preview image (from the audience standpoint) you can see the semicircle of 24 tributes on their platforms, the central golden Cornucopia, gear in front of and within it, and surrounding forest containing mountains and waterways. "May the odds be ever in your favor!" :)

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Media RSS Feed Report media Hunger Games - Wall of Fire (view original)
Hunger Games - Wall of Fire
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crazedgunman502 Feb 9 2015, 12:57am says:

Awesome! Love it :)

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danreaper Feb 9 2015, 1:52am says:

heck yeah

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Cruiser1 Author
Cruiser1 Feb 9 2015, 2:15pm replied:

The above isn't just fire but lava too, which doesn't burn out and can therefore advance over sand, snow, and even rocky terrain. The wall of flaming lava starts after enough turns have passed (2000 in the game above). However it's configurable too, so you can have it from the very beginning if you want a super short game. The fire wall advances one square every two turns, quickly but enough to outrun it while having the option to do things like pick up items. Tributes may get incinerated if they get trapped in a box canyon, or caught in a Net. Tributes can burn down trees with a Blowtorch, but such fires don't spread. That's very different from this Gamemaker produced lava that may cover most of the arena.

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JeonForever Feb 12 2015, 5:49pm says:

this looks amazing! have you planned/made any other game-maker interactions?

i would suggest making a SGM in the hunger.ds file (set gamemaker if you haven't already) with a number that indicates what ability the game maker would use. SGM 1 would be wildfire, SGM 2 would be shrinking the forcefield, SGM 3 would be a famine/drought, SGM 4 would start removing plots in the arena etc. but you should include a command that randomizes it, or removes it totally.

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Cruiser1 Author
Cruiser1 Feb 16 2015, 1:46pm replied:

Thanks, this is the first event added (after Feasts) designed to draw tributes back together. :) Another idea is to spawn new Mutts, which can also drive tributes to the Cornucopia. Flooding the arena with water is another idea, but that would likely cause tributes to climb the nearest mountain and hence become more separated from each other (but might still be fun to simulate Annie Cresta's Games).

Presently the setting controls the turn at which the firewall spawns at the edges of the arena (which can be off altogether, right away, or not until late in the game). For many existing settings, 0 means it's off altogether, and a high number (e.g. 5 for @SGM above) means choose randomly between 1-4.

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Preview: The next version 3.1 will feature an option for a wall of fire advancing through the arena, to drive the remaining tributes together for the finale. Note that when fleeing fire, it's an extremely bad time to get trapped within a Net! ;)

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Feb 8th, 2015
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