donutttt 2014-08-26 17:17
Nice idea, really fun. Especially liked the music. Great job!
Foon → Ludum Dare Explorer → LD30 → Torn Between Worlds
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Audio | 423 | 2.91 | ||
| Theme | 527 | 3.30 | ||
| Fun | 892 | 2.65 | ||
| Graphics | 895 | 2.55 | ||
| Innovation | 941 | 2.62 | ||
| Mood | 944 | 2.50 | ||
| Overall | 995 | 2.73 | ||
| Coolness | 1319 | 47 |
Nice idea, really fun. Especially liked the music. Great job!
Unfortunately it crashes on launch for me on windows.
I really like the concept, but the problem is that when you're in the blue world, you have no way of timing your jump back to the red world to avoid certain death by fireball. If you could see the two worlds side by side maybe that would have helped. Otherwise great idea and fits in the theme perfectly, nicely done.
(and I'm on mac so I went out of my way to install half a dozen lib and compile this from source, because your screenshot was intriguing!)
Donutttt, thank you for the comment. The music was done in minutes while the Code to generate the waveforms took nearly 30% of my dev time. I will be attaching the CC0 Public Domain License to the Code should you want to use the sound engine. Jimmy, wish I knew what version you are using. Will contact you later. Miwuc, the world changes were meant to freeze time in the other world. So you would have to plan your switches in order to not trap yourself against certain death. I am definitely considering your approach as I am remaking this for Android and iOS and would rather it be fun for all, my just to meet my vision. I will rate your games shortly and send you these messages privately. Thank you.
Nice puzzles, but those fireballs in the first level reappears too frequently. Or maybe it's just my lack of skills...
Good work on this one!
I couldn't really get past the first level because I couldn't tell if the cannons were shooting or not, there was no feedback about if the cannons cycled while you were in the other world or not, or anything like that, it was fairly frustrating
Nice idea. I do wish the controlling more loose because I get myself caught by the walls even by a few pixels. So precision is what kept on killing me, and I did died a lot. Nice start on your game through!
The completely procedural graphics and sound make for a pretty authentic 'retro' feel. I was able to work out the timing between worlds with some simple experimentation, and from there the solutions became clear. Well done!
JNyknn, I spent a bit of time tweaking the fireball cycles. The goal was to have different rates of fire for each launcher but I just simply didn't have the time to rework it. I settled on the current setting to maintain difficulty. I am reworking the mechanics for the Android port, but working in strictly C++, it is taking a while.
Nooner Bear, thank you!
Oogaboogacaveman, I apologize for the difficulty. I would have liked to have a better set of instructions in-game, but just didn't have the time to finish the models for the entire alphabet. The cannons do not cycle while in the other world. I am considering showing both worlds on screen at once (in a non-distracting manner) as another player suggested. If I had time for more levels, I could have eased the player into the difficulty in a much more entertaining way. Thank you for your feedback!
Jprogman, as far as I can tell, the movement is the only glitch in the game. Not the best thing to ave glitches, I'll admit. This ability to even win wasn't implemented until the last 15 minutes of the compo, so I never had the chance to fix the collision system (where the movement problems come from).
4xisblack, you have explained my ultimate reason for entering the compo. I really wanted to go back to the roots of gaming and create completely from scratch. The audio was a huge pain from buffer underruns from the game Not generating sound fast enough for the output (dynamically at 44100 times per second) to mixing issues where sounds didn't blend well for the ears. Glad you made it through, though.
Thank you everyone for your input! As soon as I can get my laptop running again, I will play test your entries!
Difficult, but fun.
~funkeh
Nice gameplay but I can't get past the first level...
Pierrec, there is only one level. I had run out of time in the compo.
I tried to run on Lubuntu 14.04 and got this error: ./TornBetweenWorlds: error while loading shared libraries: libGLEW.so.1.10: cannot open shared object file: No such file or directory
Interesting idea but it seemed like when I went into the blue world the firing things didn't reset timers or keep firing so they just waited and if I had went there to try and escape then went back I'd lose immediately.
After installing libportaudio2 and libglew1.10 , I got this error on Lubuntu 14.04 (32-bit):
Segmentation fault (core dumped)
Retr0spectrum, I meant to compile with the static library so that wouldn't happen. My apologies. Try running 'sudo apt-get install libglew' or use libglew-dev if that doesn't work.
Isaac, I was pondering having both fireballs that continue to process in one world while they would freeze while away in the other.
Retr0, I will have to look into th s further. Thank you!
Shame there's only one level, this could be a nice little puzzle game.
Great concept. Kinda hard for me. The music takes me way back. Your game has my respect.
I am impressed about coding graphics.
But the game difficulty ask too much. You should make the time flow don't stop in red wolrd when you go into the blue one.
Thank you everyone for your kind words and critiques. The Android version is coming along nicely. Given more time and your thoughts has really helped me to make this concept into something rather imaginative and entertaining.
Brilliant, very challenging, but totally accomplishable! Love the music too, shame there was only one level, I could have kept playing it for ages!