FoonLudum Dare ExplorerLD46 → pod

pod

By irwatts

View on ldjam.com

CategoryRankScoreCount
Overall1903.8030
Fun1703.7630
Innovation354.1630
Theme7133.4630
Graphics364.3930
Audio1383.7330
Humor1103.7029
Mood2323.5929

Comments

mehrdadsh 2020-04-20 17:04

nice choice o color

kymakesgames 2020-04-20 17:20

Neat concept. The gameplay boils down to setting up a program to make your bot do what you want, which is cool. The physics can get pretty wonky if you crank things up suddenly. Music fits well. Thumbs up!

solidhinken 2020-04-20 17:20

I've spent way to much time playing it then I've initially wanted to! Great job

goutye 2020-04-20 17:21

Just with the Rear and Front, I was able to reach around 48meters, but them, trying to add left right offset make it go back to 0m :laughing: All works for nothing! :smile: I enjoyed it a lot! Thank you, and well done ! :v:

almarshmallow 2020-04-20 17:24

I love the mechanic :)! Too bad there is no ending (so to say, a more accurate goal). But I love the idea and the graphics :o!

mark-kelly 2020-04-20 17:41

I spent way longer than I meant to on this one. It's just perfect, especially for a game made in 48 hours. The idea is simple yet fun. The objective is as clear as day. The game reminds me a lot of QWOP, in terms of gameplay. The music sounds amazing, too. But the one thing that blew me away were the visuals. The game looks beautiful. The GUI, one of the easiest things to mess up, looks surprisingly clean. Also, the derpy face of the package. The one thing I wish this game had was an easier way to distinguish between front and back legs. This is still my new favorite game from this jam. Good job!

43sam 2020-04-20 17:41

Cool concept that's fun to play around with :) The colour scheme and aesthetic suit it perfectly

nikkrope 2020-04-20 18:31

Nice game, a bit confusing though. Good job :)

teamnova 2020-04-20 23:49

I love the colours! It's really good :)

dm2684 2020-04-21 00:52

Yea colors are really nice!

nekoruma 2020-04-21 01:46

very interesting, I like how you developed the idea and the graphics. nice job!

homoludens 2020-04-21 04:15

Reached 16 meters! Sucesss! It was fun

cokejet 2020-04-21 04:34

funny!

hegemege 2020-04-21 18:44

It was very hard to control at first, but I think I figured out a pattern to move forward, but veeeeeeery slowly. Then I yanked the controls to max and the physics exploded and the pod went flying to 512. Fun toy and great font and communication to the player! Really liked the phase diagrams

nogam 2020-04-21 21:40

Wow man , it really original , awsome gameplay ! graphics are good too

cheesepencil 2020-04-22 02:23

That was a hoot! I hope Amazon uses this for their delivery drones

waqar-naeem 2020-04-22 07:58

very nice game

brainloaf-studio 2020-04-22 09:35

Really original idea! Love that the face changes on the package, it's a nice touch. Also extremely fun just to mess around with the parameters outside of the main objective. Nice!

zevsehg 2020-04-23 05:44

Game is cool. How you did these sine waves in ue4?

irwatts 2020-04-23 14:59

@zevsehg The sine wave is rendered in a shader by smoothstepping a distance function (smoothstep(0.01, 0.005, abs(uv.y-0.5+(sin(uv.x\*frequency)\*amplitude)))). It has variable thickness because I didn't implement distance estimation (https://www.iquilezles.org/www/articles/distance/distance.htm).

thebreakfast 2020-04-23 17:46

What an awesome idea! I played this for longer than I care to admit. The movement feels very organic when you get it just right. Reminds me of procedural animations. I mean I guess technically this is procedural animation! The music is very fitting- it feels industrial but organic at the same time. The graphics are really cute, and the interface is very intuitive. I think having some control instructions in-game would help, but the included readme file helped. Overall, excellent entry, especially for the 48 hour compo!

fatsheep 2020-04-26 01:56

Very fun little game to toy around with. Managed to get it pretty effective so i got bored around 80 meters so i messed around with the settings just for fun after that

hakro 2020-04-26 09:09

The graphics seem really nice. Unfortunatly I don't have a Windows to test it out. If you can make a web or linux export, I'll be happy to test it out. Cheers.

notke 2020-05-06 23:16

Really nice concept and beautiful graphics! But quite janky physics. I've done similar things before myself. I don't understand why the the main body sometimes acts very un-physically, when you jump it flies in a very awkward way and you'd expect that it should behave like a free-falling body. Are you maybe setting leg rotations through the transform and not through joint motors?

Btw, when you change the amplitude, the "reference point" doesn't change and hence the leg will immediately jump to the target location as if the frequency is measured from 0. The only way to "safely" change frequency is to reduce amplitude to 0, then change frequency, then change amplitude back to desired. Instead, I suggest you should move the reference point as well. For example you could track time yourself and add delta time * frequency each frame. Then the position will be preserved when you change amplitudes.

I assume it's currently something like this: ``` legAngle = sin(game.time * frequency); ```

Instead, you should do something like: ``` float legTime = 0;

// in update: legTime += game.deltaTime * frequency; legAngle = sin(legTime); ```