Color Maze by j-duke 2017-01-02T18:09:00
Same for me: 404 and GNU/Linux.
Foon → Ludum Dare Explorer → Users → Ace17
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Adriift | compo | 3.00 | 2.45 | 2.68 | 4.00 | 3.54 | 3.80 | 3.95 | ||||
| 2025 | 58 | Collector | Astraay | compo | 174 | 3.00 | 2.54 | 2.81 | 3.42 | 3.35 | 3.67 | 3.92 | |||
| 2025 | 57 | Depths | Abgrund | compo | 111 | 3.57 | 3.48 | 2.61 | 3.20 | 3.16 | 3.46 | 2.42 | 3.26 | ||
| 2024 | 56 | Tiny Creatures | Paawns | compo | 297 | 2.86 | 2.84 | 2.55 | 3.73 | 2.81 | 2.60 | 2.20 | 2.70 | ||
| 2024 | 55 | Summoning | Summonere | compo | 169 | 3.50 | 3.63 | 3.30 | 3.66 | 2.80 | 3.30 | 3.47 | |||
| 2023 | 54 | Limited Space | Verliies | compo | 89 | 3.87 | 3.67 | 3.84 | 4.19 | 3.70 | 3.84 | 3.06 | 3.66 | ||
| 2023 | 53 | Delivery | The Delivery | compo | 91 | 3.85 | 3.81 | 3.07 | 3.26 | 3.52 | 3.95 | 2.58 | 4.40 | ||
| 2022 | 51 | Every 10 seconds | SQUAARE | compo | 2.60 | 2.05 | 2.77 | 3.22 | 2.50 | 3.06 | 1.78 | 2.75 | |||
| 2022 | 50 | Delay the inevitable | Invaasion | compo | 346 | 3.36 | 3.42 | 2.50 | 3.42 | 2.76 | 3.44 | 2.21 | 2.81 | ||
| 2021 | 49 | Unstable | Shiine | compo | 455 | 3.05 | 2.83 | 2.41 | 3.22 | 2.89 | 3.00 | 1.93 | 3.19 | ||
| 2021 | 48 | Deeper and deeper | Midniight | compo | 127 | 3.88 | 3.65 | 2.83 | 3.40 | 3.81 | 4.11 | 2.60 | 4.25 | ||
| 2020 | 47 | Stuck in a loop | C - O - I - I - L | compo | 307 | 3.43 | 2.93 | 3.10 | 3.35 | 3.50 | 3.83 | 1.81 | 4.08 | ||
| 2020 | 46 | Keep it alive | Reeactor | compo | 924 | 2.92 | 2.65 | 3.50 | 3.75 | 2.85 | 1.83 | 1.80 | 2.70 | ||
| 2019 | 45 | Start with nothing | eelusion | compo | 130 | 3.66 | 3.64 | 3.25 | 3.77 | 3.48 | 3.20 | 2.72 | 3.61 | ||
| 2019 | 44 | Your life is currency | Traade | compo | 297 | 3.26 | 3.28 | 2.86 | 3.50 | 2.69 | 2.48 | 1.97 | 2.55 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Obedience | jam | 138 | 3.91 | 3.69 | 3.26 | 4.08 | 4.23 | 4.13 | 3.45 | 4.21 | |
| 2018 | 42 | Running out of space | Pyyrolysis | compo | 350 | 3.40 | 2.82 | 3.02 | 3.25 | 3.60 | 3.47 | 4.13 | |||
| 2017 | 40 | The more you have, the worse it is | Voiid | compo | 482 | 3.10 | 2.82 | 2.04 | 2.31 | 2.95 | 2.57 | 3.15 | |||
| 2017 | 39 | Running out of Power | Faade | compo | 369 | 3.25 | 2.91 | 3.28 | 3.71 | 2.97 | 3.28 | 3.68 | |||
| 2017 | 38 | A Small World | Naarrow | compo | 242 | 3.38 | 3.28 | 2.91 | 2.59 | 2.14 | 3.36 | 3.83 | |||
| 2016 | 37 | One room | OneRoom | jam | 885 | 2.47 | 2.29 | 2.24 | 3.63 | 2.44 | 2.59 | 44 |
Same for me: 404 and GNU/Linux.
It was hard to understand how to play. The right-click action doesn't trigger anything visually, so it's not obvious that something actually happened ; it's only by moving that you can see if your drone is actually grabbing a ball or not.
It's way too easy to fall down!
There are holes nearly everywhere, and this, added to combination of a 2d-isometric view and non-2d-isometric direction key-based controls makes it very hard and frustrating to play.
A small wall around most of the playing area would have been nice, at least in the first levels.
I liked the moving platforms and the translucent walls.
The retro-style graphics are impressive (especially the choice of colors), the commands very responsive, the scrolling is smooth, and the characters are really fun to control! Not to mention the music tracks and the sound effects, NES-style games don't get any better than that!
Nice idea, although I feel the raycaster stuff is unnecessary.
The soundtrack helps a lot in creating a strong mood, too bad there's no gameplay!
Reminds me of space invaders ; especially the graphics :-)
The webgl works well in Firefox (no issue with the 'alt' key).
Being able to only shoot bullets one by one (and the lack of autofire mode) is frustating.
Waaaaaay to hard. I gave up after ten tries, going no further than a few screens.
I was a little surprised by ghosts actually being solid!
Some details made it feel a little sketchy: the sprite corners are visible, and respawning almost inside a ghost. The "jump" sounds quickly became annoying, especially in vertical passages (maybe lower its volume a little?).
Otherwise, it's fun to play ; it runs very smoothly, and the scrolling feels right.
The graphics are simple and nice, and the music fits the mood!
I usually don't like narrative games, neither do I like games with a moralizing message.
However, this one is greatly done. The music and the graphics fits perfectly the sad mood, which is reinforced by the dialogs (small improvement: when the sister comes, at first it's not clear who's talking)
I felt stupid to have attacked others first (but hey, it's how most games work!), and I think having game mechanics where the friendliness of game objects depends on what you did before is a really cool idea, that wasn't explored enough in video games.
The ending almost brought me to tears, from all the LD38 games I played, this is by far the one that brought me the most emotional experience (the second best being The Inner Lock, by @EveningWayward).
4/5 (I'm removing one star because unfortunately there's nearly zero replay value).
I can't find the Webgl version, is it online?
Loved the music!
The graphics are amazing!
Very nice creepy mood, the music fits perfectly!
The zooming is a good idea, but once the camera gets really far, my thoughts were "oh no, I have all of this to explore/collect, and the character feels really slow".
Great level design going on here!!!
The music is good, but doesn't really fit the game IMHO ; the character is a little clunky to control, especially the constant velocity jump, which takes some time getting used to.
I also got stuck in the floor, after releasing the "down" key while I was crouch-jumping and the character was touching the ceiling: the game "corrected" the position by moving the character down ... into the floor. Fortunately there's a restart button!
All of this sounds negative, although I really liked this game ; The clever and intuitive level design teaches how to use the upgrades you collect without needing text, (as any good metroidvania should!), and the minimap is nice. 4/5 !
A very strange game ; the story is mysterious and interesting, it would be better if it was revealed through the game, rather than in the LD game description: I finished the game, but I had to then go to the description to understand what did just happen! And, by the way: what's the shining thing swinging from the ceiling?
Cool gameplay, cool graphics, cool music! I played until the end, and it was fun!
Some improvement ideas: the text scrolling is laggy as hell, and the music loop is a little glitchy. And I confirm that we need a key-repeat :-)
Good level design, and cool pixel art! Reminds me of the Lost Vikings ;-)
I only get an empty redish/brownish ball with nothing inside (I'm using Firefox 45).
@rnlf : thanks for your advice on physics, I got lots of comments about how "glitchy" physics are, however, this is the first time I get an actual description of the problem (i.e "a bit fast")!
Hint: you can toggle the slow-motion mode by pressing 'tab', this might help you go past the first room with spikes! Use with caution, this might ruin your gaming experience ;-)
The shader doens't compile: ``` ERROR::SHADER::FRAGMENT::COMPILATION_FAILED 0:15(25): error: no matching function for call to `pow(int, float)'; candidates are: 0:15(25): error: float pow(float, float) 0:15(25): error: vec2 pow(vec2, vec2) 0:15(25): error: vec3 pow(vec3, vec3) 0:15(25): error: vec4 pow(vec4, vec4) 0:15(10): error: operands to arithmetic operators must be numeric 0:17(33): error: no matching function for call to `pow(int, float)'; candidates are: 0:17(33): error: float pow(float, float) 0:17(33): error: vec2 pow(vec2, vec2) 0:17(33): error: vec ```
This fixes the black screen issue on my computer: en1/res/shaders/post.lua: lines 30 and 32, you're calling "pow(10, XXX)", it should be "pow(10.0, XXX)". (same for other shaders/*.lua)
(just for information: what display driver are you using on GNU/Linux? (I'm using Nouveau)).
@red-fan-games: You should link your GNU/Linux binary with "g++ -static-libstdc++ -static-libgcc". It will embed the standard C++ library into the final executable ; the resulting executable will be bigger, but you will improve your chances that it runs other GNU/Linux distros.
The game logic framerate seems to be tied to the rendering period, which depends on the amount of world to be rendered: basically, the game runs at different speeds depending on where you're looking at.
Fun but hard! I like the disappearing animation of the squares, and the particule effects. Nice idea, and clean graphics.
Thanks for putting a GNU/Linux and Mac version ; it seems you're having issues with the executable persmissions of the main file (I had to "chmod +x BinaryGlitchLinux.x86"): you may have more luck with .tar.gz format, as tar, unlike zip/rar, will store the executable bit of its files.
Great game, I laughed a lot when the game started to turn into a ridiculously difficult bullet hell shooter, and when world got smaller and smaller, and the ending message was also very funny! Otherwise, cool graphics and sounds, really a pleasure to play!
It took me while to grasp the game rules, but then it was fun, responsive and punchy, I like it!
Brilliant idea! But way too much text before finally getting to play!
Bug? you can reach high places just by shapeshifting repeatedly at the right pace :-)
Impressive. Is it possible to ... win ? :-)
Ahahah I laughed a lot with this one, I nearly destroyed my spacebar :-) The game is well polished, and the idea is original, fun, and uplifting!
Nice start! The voice acting is good, and the graphics are nice, especially the main character! The collision code definitely needs some improvement, having to re-jump after every landing, just to be able to walk again, was becoming annoying :-)
The controls are almost impossible to guess ; and the game doesn't give any visual feedback that something is happening (e.g when mining). The part when the aliens appears and your turrets start shooting is cool, though!
Nice, I like the slightly disturbing mood of this one!
Great soundtrack! But the game is waaaaaay too hard (speaking as someone who played a lot of 2D platformers) ! Those who told me my entry was too hard surely didn't play this one ;-) The physics engine seems solid, and the character is pleasant to control. The graphics are simple but clean. And also, clever idea about using screen wrapping!
Good job! I played until the end, I liked the point-and-click mechanics and the mood.
I instantly fell in love with this game ; this is the kind of mood I'm looking for (and put in my games!), mysterious creepy ambient music with footstep sounds, reinforcing the feeling of total isolation! (and that door sound!!) (the startup filtered acid sound gets annoying, though)
Lots of games try to hide the absence of interesting mechanics behind impressive graphics, this is not the case here: the graphics are minimal and straight to the point, they show the game rules, nothing more. The level design is well done, and the puzzles are challenging!
Great work!
Nicely done, those cats are terrifying!
Just re-played it, and finished it this time!
Still a very cool point-and-click, with its own graphic style. Once the reverberated piano music starts playing, it becomes hypnotic and fits the "alone" mood.
Possible improvements: the actions are a little annoying, take/drop isn't used too much, and the right-click to close is also misleading. There's also a potential error: if you press spacebar many times quickly during a room transition, you can "teleport" to any room. It seems unintended, although it certainly is practical!
The music rocks, and the game is smooth and fun to play!
Fun and short. Too short, maybe? At least there's an ending! :-)
Simple and fun! Maybe a little too easy :-)
Love the retro atari-like music ; and maybe making the graphics more pixelated would have been cool :-)
Funny sandbox. It took me a while to understand the mechanics, this game is a lot more rich than it appears at first sight. Now, you have to transform this into a real game :-)
Love the name! Too bad there's only a Windows version, can't play :-(
Funny little game, with interesting mechanics! A sound effect when taking damage would have been nice.
Innovative interpretation of the theme, but I don't speak spanish!
Only a Windows version? Dude!
Cool, there still are metroidvania games I haven't played yet! (please checkout mine!)
The music is cool and the 'water' world reminds me of bubble man stage, this is nice!
Possible improvements: - the level design could use some polishing: too many open paths from the start, and you're revealing too many new enemy types too fast, there's no feeling of progression. - the player shooting rate is too low - there's no feedback when getting hurt, or when a bullet hits an enemy ; it's not clear that something's happening (some blinking/flashing, or a 'hurt' sound would be enough) - for some reason, the character slowly "slides" to the right on its own (badly tuned physics engine?) - I couldn't find the 'restart' button (once you're dead, which happens pretty easily!)
I like the idea! The square is a little tedious to control, though!
Funny little game with cool music, but the puzzles are a little too easy!
Too bad you removed the WebGL version, you game looked cool.
Hehe, reminds me of Atari Lunar Lander! This game makes playing with momentum fun, and the music builds a nice atmosphere!
The music is playing fine, but I only get a white screen with Firefox (v45.9.0) :-(
Nice animated fox!
Cool soothing mood, nice visuals.
Telling which flying objects are bonuses from the obstacles/enemies is not intuite, though. The webgl version trying to go fullscreen each time I click is annoying.
Kudos for your work on harmonizing the sound effects with the music scale, this definitely helps building a mood!
Nice 3d models, and nice colors ; the glowing red eyes in the dark are very well done, too bad there's no audio, this could have set up a cool gloomy mood!
The game is beautiful, but it takes ages to load and is incredibly hard!
Finally, an inventive interpretation of the theme! Fun one, I even like the motor sound :-) The collisions are frustrating, and the other cars might benefit from being in a different color. And nice car graphics by the way!
Same for me: I had the urge to explore ; however, the game lacks interactions with the world, and the upgrades don't feel very rewarding, it would be better if they unlocked stuff that the player has already seen, so she can say to herself "aha, now I can go to this place I saw before"
Great sound, great graphics, great mood, great idea! The overall atmosphere brings a perfect amount of creepiness, I'm playing again after posting (this time in full screen!)!
Sound effects needed! Even basic "beep" sounds might have been a great plus (e.g bfxr/sfxr)
Fun game, however, it's too easy to stay on top and drop bombs until everybody's dead! THe graphics are small and nice.
Love the ataric feeling, the ship is easy to control and the sound effects are punchy! Good work!
Nice visuals and sound, but the gameplay is a little simplistic ; it's more of a technical demo than a game (hence the name?).
The HTML5 version, after the loading, only shows a black screen (I'm using Firefox 45.9.0)
Good old-skool music! Accurate graphics, nice explosion effect. I didn't like very much the high-pitched voice SFX. Too bad you can't fire bullets!
Runs fine (asmjs) on my machine! Nice to see there are some of us still doing this the hardcore way :-) However, let's not forget about the gameplay ; I tried counting the sheeps, but I fell asleep.
I liked the low-fi sound effects and graphics: simple and fun. The theme, though ... is a little bit of a stretch :-) The controls for the platformer sections feel good and responsive, nice job!
Really nice entry.
Too bad there are only three levels, the idea seemed really promising ; and the first levels felt cleverly designed. And kudos for the 'R' (restart) key, I think we should make it Ludum Dare common practice to have it!
Can't run the GNU/Linux version: I got "no such file or directory" when trying to run "Super Dragon Boy.x86". Too bad, the game looked cool.
Nice car, nice colors! The only thing I didn't like is the pick-up sound, which sounds out of tune (seems to use an interval of a non-integer number of semitones, as will do sfxr/bfxr default settings). It's fun driving in this shiny road, however, the gameplay isn't very challenging ; maybe there shouldn't be an upper speed limit, so it would create an incentive for the player to take more risks!
Good graphics, but I found the sprites to be a little too small ; it would definitely be better with sound. I also found that the way ship orientation controls work makes it almost unplayable using a trackpad, being able to orient the ship using good old keys (optionally) would have been nice.
Excellent! (except for the jump sound, which gets annoying very quickly) The levels are quite good (I liked the non-linearish way you connected the rooms), and the graphics are beautiful. As soon as I finish writing this comment, I'm going to resume playing this game, which is as hard as it's addictive!
Nice graphics and nice music (would have greatly benefited from proprer looping). Gameplay: it's not clear what you're supposed to do once the on-screen instructions are over. However, simply avoiding starving while waiting for the counter to reach 100% wasn't annoying, as the music was soothing and the visuals were rich enough. Good job!
Some ideas for improvement: - add cycles to your mazes (otherwise, they can be easily solved even with zero energy) (depth-first search, as did the 3d-fps screensaver from Windows 95) - maybe lose the game when energy reaches zero? otherwise, combined with the above, there's no real challenge - the pitch fading music must have looked like a good idea on paper, however, the gameplay makes it you spend 50% of your playing time "in the middle" of the pitch fading, which gets annoying very quick! - same as C0nst4ntin: the character's hitbox should be scaled down (80% should be OK), or at least, implement some corner rounding (like in top-down zeldas), so you don't get stuck on corners when trying to enter a 1-cell wide corridor.
I played until the end, the game is fun, so good job!
First things first: please don't require me to memorize the contents of a 20-line dialog box before even starting playing. Why not, instead, just let us know what's non-obvious (key mappings, and some vague one-liner goal)? It's ok to have some upfront explanations, but you just put too much IMHO.
However, I'm glad I started playing anyway because the game is fun - but really hard.
The music is also very good, more sound effects (preferably in the same key than the music) would have been welcome! However, the mood created by the music doesn't fit the humorous/discouraging random text messages.
I really disliked the font (reminded me of the default Windows font of my first MFC programs). More generally, I wouldn't have used a "serif" font for such a game, this feels too formal and serious.
One last thing: thanks for *not* using a physics engine :-)
A game like yours, which already has gameplay value, makes it tempting to stick a physics engine to get smoother motion, collision response, etc.... except that it would, I think, only diminish the playing experience, by making the square harder to control.
I see physics engines getting abused, to the point that they're sometimes put in charge of the game play. The more I play indie games, the more I think that physics engines are the "autotune" of game development: they make things look professional, without providing actual artistic value.
A lot of indie games I played (not necessarily LD) were just 3D models, attached to rigid bodies with inertia, a concept that you could also call "cow-on-icerink simulators" :-)
This is definitely good ; strangely immersive, maybe this is due to the low-fi/abstract graphics? Or maybe the story? I dunno, anyway, i played through and found the 3 endings! Your game made me want to do my next game with extra-low-res graphics :-) Kudos!
Loved the idea of a robot-elephant collecting batteries :-) The difficulty increases too slowly, though, it's becoming boring before it's becoming difficult.
Good mood, fun mechanics and easy-to-control character. The music is nice, but it gets a bit annoying (there's a small glitch when it loops, making the repetition very noticeable), and might be a bit too loud too. The special FX (audio fx + screen shaking) are good too, it really makes the game feel alive.
Thank you all for your feedback!
There's indeed a problem with the hitboxes. For some reason, this doesn't occur on the native version, only HTML5 (asmjs). I uploaded a new fixed release (0.2.0) that addresses this problem (and updated the source code accordingly). Level 2 should be easier to solve, although there's still not much room for any mistake :-)
I agree that the game is a bit harsh and needs tweaking ; Should I make a full version of this game, I would definitely retweak some constants!
Cheers
The screenshot was promising, so I downloaded a love interpreter (with the right version!) for GNU/Linux debian just to play this one! (beware, if you use love 0.9.x (debian default) it will kinda work, except for the space key, which is pretty essential to this game ...).
The engine seems solid, and the player movement is pleasant. I'd happily spend many hours playing a game like this one. Went to the end, too bad there only are a few rooms!
Some negative points: - the music is a bit too short :-) - the controls are incredibly hard to grasp, to a point that this might be considered a feat of strength! - no restart button
Those are of course easily changeable details, the gameplay is definitely here and I say: very good job!
Nice idea, but I had to read the comments to understand that you needed to go back (the 'go back' arrow was hidden by the window borders). By touching twice the right blueish rectangle, the game finishes the current level ... this was veeeeeeeeery misleading.
I don't get it. Tried at least 20 times to walk this damn robot, but I'm not even able to jump. It seems the upgrades accumulate when your respawn, but even with this, I'm still can't make more than a few step before the robot runs out of power. What did I miss?
Impressive for a compo ; so much music, sound and graphics! Riding the horse is quite fun, however it's too hard to aim for bats while running, I always had to stop, which breaks the flow a little. Great job anyway!
Nice graphics ; the sprites are small but expressive! The main character is a little hard to control at first, especially the jumping, which isn't triggered by keypress transition but by keystate, meaning sometimes you re-jump just because you landed too early.
The big majority of LD39 games can be tested much more easily than this one ; you might get a lot more ratings with a PC version (or better: HTML5) ... and a link.
Seems like the HTML5 link is broken (404)
Holy cow, this is hard as hell... I retried at least 20 times before quitting, though ; the fact that you loose quickly makes it easy to retry, like "ok I understood, THIS time I'm not going to screw up".
The 3D graphics are cool and smooth, although this game doesn't have "game feel" (by the definition of the eponymous book), it feels damn responsive.
IMHO the sexual references don't bring a lot to this game, and might even be a little detrimental.
Wow, FPS and oldskool platformer in the same game!
The FPS part, unfortunately, seems to mostly bring technical issues (mouse locking) ; it certainly provides some level of extra immersion, but it could be taken advantage of a lot more (e.g the path to the generator could be made dangerous).
I liked the concepts of extra upgrades. There are many ways this game could be improved, but it kept me playing until the end, because it was already fun ; so, well done!
Except for the missing audio, this game is solid. Easy to control, and it's fun to play ; the pixelated old-style graphics are nice and consistent, good job!
Loved this one! A little bit too hard and too repetitive, but ... the graphics are rather cool (and the scrolling is smooth), the music fits the "hellish" mood perfectly and the punchy sound effects give gives a nice game its arcade feeling. Good work!
Fun arcade game! The pixelated ships and the fonts are nice, I also like the low-fi explosion sound ; the item pick-up sound, on the other hand, quickly became annoying. Too bad you can't fire missiles :-)
The screenshot doesn't do justice to your really beautiful graphics! It's easy to get lost, when I first had the opportunity to "deploy the new robot", I had no clue what I was doing neither where I was ; I couldn't even tell if I finished the first level and went to the next ... Otherwise, the robot is easy and fun to control, good job!
Sure, the graphics are nice, but I don't get the gameplay at all ; is the player just supposed to hold the spacebar the whole time and wait?
Playing this game truly was an intense experience ("la claque!") - definitely reminded me of the great Prince of Persia.
I didn't know it was possible to create such an immersive atmosphere of creepiness from a 2d platformer, and I'm speaking as a big fan of Super Metroid :-)
Interestingly, I get the feeling the low-res graphics help, maybe by leaving more room to the player's imagination? Anyway, your pixel-art skills are really impressive.
The beginning, where you play a freshly mutilated dude, crawling to his death, made me feel really uncomfortable - good job on this!
Those of you who liked this game: go play Servants, from the author's tumblr page (it's HTML5). Definitely in the same vein (and probably sharing a lot of code with AK), it made me feel really small (as a player ... and as an aspiring game designer too)
PS: funny how you got to redefine the meaning of "elevator music" :-)
Played on web ; I like the color scheme, however the controls were clumsy (press right, press down, release right while keeping down pressed: player stops). The message boxes were pretty annoying too, in-game text would have been more appropriate. I liked the way you made the bats respond to the player movement, this was a cool idea!
Great entry! The low-fi graphics and sound really work together here, and I also like the minimalistic color scheme. The wireframe 3d platforms/blocks are also very cool, and the player controls are good. You have all the ingredients to make a solid puzzle platformer here!
The limited field of view wasn't necessary, in my opinion. I found it to only be a nuisance instead of a gameplay influencing factor. Some minimalistic music/audio ambience (filtered motor sound, or some random long notes of a string instrument) would have been a good fit here.
Relaxing music, and clever use of visuals to create a immersive atmosphere ; very good job!
The flying-thingy collecting part seems a little bit artificial, though, compared to the rest of the game ; which lacks some gameplay and seems rather like a collective psychological experiment for a research lab (to whom would you give something that required work) and the fact that you're displaying overall player statistics reinforces this idea :-)
Anyway, I'm glad that I played this one, which really stands out from the others!
Good graphics and sound, great music! However, I don't get it: what am supposed to do?
There's a mouse locking issue in the web version (can't play the windows build), which makes the game unplayable. Too bad, the music was really uplifting and the visuals looked cool!
@mars: it's about whether the mouse pointer is hidden or not (I'm always in fullscreen). More details:
Either the mouse pointer is visible, and then I can't turn around freely: rotating too much to the right, for example, makes the mouse pointer reach the right border of the screen and not move anymore.
Either the mouse pointer is invisible, and then the game is playable, but when you die (fast), you can't click on the menu buttons to restart the game. So you have to press "Esc" to exit fullscreen, so the mouse pointer reappears.
To make the matter worse: making the mouse pointer hidden again is a real pain in the neck ; because clicking when the game is running and the mouse pointer is visible makes the game shoot electricity (which kills you really fast) but doesn't always grab the mouse pointer.
And to make the matter even worse: the only way to play again is to reload the page, in an attempt to reset the mouse pointer issues. However, it retriggers the download of the whole game (200Mb!!) which takes several minutes ...
(I'm using Firefox 52.2.0 on Debian GNU/Linux 64 bit.)
This was great! A solid entry, with fun mechanics ; requiring power to open doors limited the exploration in a cool way, and made backtracking fun. The 3d-models are also nice. Possible enhancements: the overall visuals could use a little more color. I didn't like the music very much, but it wasn't annoying and still brought something to the mood. A 3d-model for the power-switches near doors would have nice, as this is a central element to your game. And of course, a bigger level, and many of them :-) I could easily play this kind of game for many hours!
Cool how you get to make rectangles have feelings :-) Nice music, fits the "colony rebellion" mood perfectly! However, I found the platformer parts - and especially the use of a physics engine - didn't really fit with the rest of the game, which is more story-oriented. Also, it's not clear if there's only one ending or many, however the game is long, and going through the whole of it just to try not-to-jump into the safe is tedious.
Cool mood here, good choice of music, it plays a great role here. Really nice how you managed to create a scary setup with cartoonish graphics (which are good, by the way, although we don't see them a lot of time due to the darkness!). Too bad the game's a bit too short ; I would have enjoyed some kind of mix between a point-and-click and a survival horror game!
Interesting idea ; hard, but fun! I found the enemies were moving a little bit too fast, which means they have time to move a lot when you switch off your light and jump over them. Except if you get really, really close to them.
Good music, good sound, and great visual atmosphere. However, I found the cold abstract sci-fi visuals didn't fit the dramatic warmly "human" audio (kinda like a mix between Portal and a dramatic comedy).
The main mechanics is a great idea, and having to find the right balance between activating more stuff and not seeing anything anymore is challenging, in a fun way!
This is fun! I like the idea of killing the enemies by touching them ; the difficulty of this game is well balanced, I reached the end in a few tries but I had to make some strategic pauses :-)
The jumping sound is annoying (you should decrease the decay time and sustain level).
This could definitely be turned into a cool puzzle platformer.
Great idea! A little bit too hard, I died many times ... and having to skip through the few lines of story and enter your name over and over again is annoying. Despite the sketchy graphics, you succeded to create an interesting mood! I didn't get to the end (it seems there's very little room for any mistake) but I'm very curious about what I would have found!
Too bad there's no sound! As you're competing for the jam, you could have use some pre-made soundtrack. It would definitely help to create a dungeon-ey atmosphere.
Otherwise, the game is nice ; the FPS were a bit laggy (GNU/Linux user, only played the web version), making it hard to control the direction with the mouse. I liked the floating skulls ; the darkness might be coming a little bit too fast?
Also, the self-modifying maze idea is cool, but I think you should hint it in some way the first time ; even reaching a dead end doesn't make it so obvious that you should go back on your steps. The first time, I was searching for some switch on the wall (with the spacebar, which might not do anything at all!), or a ghost wall ...
I came for the sketchy graphics, I wasn't disappointed! However, the gameplay is lacking, it's not clear what the mouse do and how you're supposed to 'interact' with the door.
Excellent job! I played until the end, this was really hard, but fun!! LOL I just discovered, reading the comments, that you could sprint! OK, so fun fact: you can finish the game without sprinting :-) The music is uplifting and fits the fast pace of the game. The idea of "recharging" platforms is a really cool one.
Mac only? No HTML5? Come on ... the screenshot was promising! :-(
Did I miss something? From the comments, it seems that an HTML5 version is available, but I can't find it! Also, the archive for the source code is missing.
This game is great and deserves way more ratings! I love puzzle platformers and this one looks very promising, too bad there's only one level, whose difficulty is very moderate :-) Some audio would also have been nice, and the collisions are strange, especially when standing on platform corners... (is your hitbox some shape with rounded edges?) Overall, very good job!
Great idea!! Loved the atmospheric sound and the trippy colors ; made it to the end!
I'm confused, it says "HTML5 (web)" but I have to download an archive?
Great idea! It was fun to gradually discover the mechanics of this game, nice how you hint them instead of being explicit. The visuals are minimalistic but great, and the audio effects are also cool. Some gloomy music would have setup a perfect mood. The player movement was a bit slow, though, a 'run' key would have been nice. Overall, well done!
Very nice graphics, and a promising idea, too bad there's only one level!
When you reach the door, it's not clear if you win or if you lose!
Nice work ; music and sound effects are good, the gameplay is rather classic, and quickly gets flappy-bird-boring. Keep up the good work, I'm curious about what you would have made, should you have used the whole allowed 48 hours!
Same for me. Came for the HTML5 part, don't have Flash. Can't play this one.
Nice work indeed! The graphics and visual fx are cool ; the "hurt" sound effect quickly gets annoying, though. I had a hard time figuring out you could actually hit the lion ; and it's still not clear to me if the temples are going to spawn enemies indefinitely. It's also not really clear if you can really "interact", sometimes nothing happens when pressing "E", although the game is explicitely tell me to do it.
Nice tribute to Shovel Knight (which is great, BTW) Love the nice graphics and 8-bit music, good job!
Didn't play too far, though ; having to upload content was a blocker for me.
My favorite entry so far! I loved the mysteriously creepy mood, combined with interesting but solvable puzzles, this was just perfect! The background soundtrack sets a spooky mood, the way the footsteps become irregular and the view becomes crooked (never seen this technique in any other game, excellent idea) added to the feeling of uneasiness ; at this point, one unexpected obstacle on the way back would have been great! This reminded me of Kairo (the indie game by Richard Perrin, which I consider to be a reference for this kind of moods).
Strangely addictive game, smooth movement, solid mechanics. Sound FX are missing, though. Otherwise, good job!
The animated animals trying to eat your crops are really funny! Nice voxel graphics, and the player movement is smooth. (Not totally convinced by the gameplay, though!)
Cool platformer, clever use of the theme!
Works well on mednafen, good job! Nice tribute to Mario Bros, the graphics are nice ; too bad there are only two levels!
Hi Nyri0, The field of view isn't "reduced" by the full screen ; the game screen is actually a 1024x1024 square (whether fullscreen or not). So from what you're describing, it seems there's no issue with Chrome.
As for the "Firefox Quantum 403 Forbidden" issue, I think it's related to the interaction between your browser and Gamejolt ; my game doesn't actually know about the network.
@jjjjason, @wareification, @rplnt, @angelkyriako, @hegemege, @AlexHoratio, @kbjwes77: Thanks for the feedback! About the music, it seems it's messed up on Chrome. The "soundtrack" is rather light on high frequencies, so if you're hearing crackles, pops, or static, it's an issue, not the artistic intent :-)
@zenmumbler: Hi, thanks for playing and rating! I followed your advice and just bought the complete Penumbra pack for GNU/Linux (on HumbleBundle ; Steam version was cheaper ... but DRM-ed).
Actually, the first thing I did after playing the entry "Disintegrate" ( which I strongly recommend! readers: go play it, it's ~15 min of satisfyingly uncomfortable gameplay ) was to go check out how the physics were dealt with ; when I saw that "ammo.js", I thought "ok, seems nobody solves this problem by themselves, maybe it's *really* hard after all :-)".
In Voiid, the code for the collisions follows the same algorithm as the Quake games (trace a AABB through a list of convex polyhedra). Wall sliding is implemented on top of this, but I didn't have time to implement real wall sliding during the compo, so I cheated, and stuck to XYZ axis-aligned sliding (which is why sliding works on the ground or on walls).
However, I finally got generic sliding working now, and the code is simpler than I thought. It was certainly hard to get right, I guess this represents the investment for not having to drag a dependency on a complete physics engine :-) I'd be happy to share the updated code on github if anyone is interested!
@zenmumbler: Hi, I put the updated code on github ;
The sphere/convex collision detection code is at: https://github.com/Ace17/voiid/blob/master/src/convex.cpp#L18
And the wall sliding code is at: https://github.com/Ace17/voiid/blob/master/src/entities/move.cpp#L3
As you can see, it's not very big, and mostly adapted from Quake. As long as I don't need the player to move or stack arbitrary game objects, I should be OK :-) (what's still missing is the stair-climbing code).
A playable version of the game using the latest code is available at: http://code.alaiwan.org/games/voiid/ (at the moment, there's no new content, only new code).
If anyone has questions on how this works, or suggestions about how to make it work better, don't hesitate to contact me ; I'd be very happy to talk about it!
I just finished "Penumbra: Overture", this was quite an experience, loved it! What's even cooler is that the full game (engine+gameplay) is free software (available on github), written in clean C++! (it uses a third party physics engine). It seems there are lots of things to learn in this codebase, especially about the architecture of the code, which is impressive.
I won't miss Amnesia and Soma (also bought them). I agree, making the player helpless is a good move. In Overture, as soon as you find out how to kill the dogs, they mostly stop being terrifying and just become a repetitive nuisance.
The walking is way too slow ; when I understood I had to get back to kill the bug, I gave up. Although the collisions might benefit from some tweaking, it's really nice that you're using your own engine !
Got to the end! It would be better if you could "stop" a jump by releasing the key early, like in lots of platformers. It's annoying to having to wait for your player to fall down because for most jumps in the level, the jump is too high ... Some audio would have been nice, especially if it's also glitched :-)
Took me a while to figure out what I was supposed to do ; the main character is slow as hell, it could have been fun to increase the ratio between the "normal" walking speed and the "loaded" walking speed. I also liked how the (good) music changed depending on the presence of a sherif.
And LOL for the punchy animation when you get busted!
Nice gameplay idea ; however the player is way too hard to control (physics are glitchy when pushing against walls), especially when you get hit. Minimal sound effects would have brought a lot, especially with the minimalistic graphics: the games feels a little empty. Anyway, this idea could be used for lots of interesting levels!
Nice "sprites", smooth movement ... and fun!
The music is cool (I was less convinced by the sound effects - my ear is getting used to the bfxr defaults settings :-)). Some solid obstacles would have been cool!
Also, you could have made the game also playable using the direction keys (some of us are left-handed).
Can't play, my browser doesn't have support for WebAssembly, I only get a blank page :-(
I also got through the starting door, and had to restart the game ... I had mouse pointer locking issues, making it hard to play (no Windows, so I used the web version). Some visual/audio indication that the transparent blue wall is actually taking damage would have been nice, considering that you need more than 2 shots to destroy it!
Great fun! No real goal, but I can't stop looping through this track! We need a multiplayer version! ;-)
A little shaky in the browser ; but playable! Nice music, and nice sounds. The visuals are minimalistic but do the job. As for the gameplay, it wasn't clear what the objective was - the ratio text/gameplay was too high IMHO.
Hi @rahul-rajput, I'd like to play your game ... however you only published a Windows version, which I don't use.
Great entry! The character is easy and fun to control. The sound effects are good, and go well with the powerful 8-bit soundtrack! The level design could be a little stronger, though.
Really nice music and graphics! On the gameplay side, I found the air control to be a little too unforgiving (reminded me of castlevania), which is frustating for a platform game.
LOL, great concept :-) I liked the music and meow sounds!
LOL, this is pacman with inertia! Funny idea, and fits well with the theme in a smart way! I can has more sfx? :D
Good mazes! The smoothness of the player movement makes it really pleasant to navigate. Some music would have been really cool.
Too bad you removed the HTML5 version, now I can't play this one, which looked very interesting ... BTW, what is the special flag you're talking about when compiling FF? Is it related to WebAssembly?
Impressive!
The art is well polished, the controls are smooth and the game is fun (although it gets a little repetitive at some point). The 8-bit music is minimalistic but doesn't get annoying. The sound effects are well tweaked, they also don't get annoying also you hear them a lot.
The physics also seem rock solid (the only glitch I was able to find: with proper timing, you can jump while grabbing the object you were standing on. I don't think this was intended, although it's definitely practical :-) )
With such game mechanics, I also feared that it would be easy to get stuck ... but I actually never did.
Great job!
Tried in Firefox, as I was expecting from the description, the keys don't work ...
Neat, another non-Unity 3D game in the browser! (Emscripten/Binaryen/WebAssembly power!) The renderer seems to work now we need some gameplay! :-)
Simple, nice, and smooth, even in the browser!
Kudos for not requiring Windows (BTW, now that feedbackfriends has been shut down, it's hard to search games by platform - anyone knows some alternative?)
> Mouse cursor keeps appearing out of the game screen and fullscreen doesn’t work. Playing on a mac in google chrome.
It definitely works in Chrome. Don't forget you can toggle the mouse capture with the right "control" key. Thanks for trying!
Here's another URL, without the GameJolt iframe: http://code.alaiwan.org/games/pyyrolysis/
@tero-pulkkinen Thanks for your comments ; the mouse capture thingy is a recurring issue. I added something like "setInterval(()=> canvas.focus())" in my pre.js, at least it helped with the keyboard focus (when the game is run from iframes). If you know a solution to this mouse capture issue, please let me know, I'm all ears! :-)
Interesting idea, but hard to control!
The music is cool, but I'd love to hear more than the first two seconds :-) (pehaps don't restart it on death?)
Nice idea! The absence of graphics makes the game actually better, as it adds to the feeling of being lost. Going from on person to another to drain the dialogs gets a little cumbersome after a while.
LOL this is a game from Ludum Dare 42 , why was it suggested for LD55 rating? :-)
Nice lo-fi graphics! Definitely reminds me about the W95 screensaver :-) There's too much inertia when rotating the player, making it hard to control.
Not a fan of the "cow-on-an-icerink-like" controls :-) However, the movement was smooth and the game easy to understand and fun to play.
Funny game! I played until the end (too bad ther are so few levels!). The square is easy to control, and the minimalistic graphics combined with moving wall gave a nice feeling of depth.
Yeah! Good old 8-bit gameboy games! I liked the gameplay idea, it's hard and unforgiving! I also liked the music (a little bit loud, though).
YES! I freaking love this entry!
Great work on the mood, graphics and sound - the level design is a little bit simplistic compared to those ;-) (and thanks for the web version, runs great!)
Not very convinced by the gameplay, but I thougth the animations were nice and smooth, and the audio ambience is well polished! Also, good user interface.
Wow, I'm impressed by the amount of polishing. The graphics really worked for me, especially the spaceship at the beginning. I stopped playing after "looping" inside the almost-same level for too many times, wondering if it had an end!
This looks super nice ... would love to play this one ; but alas, no Linux/Web version ; which is a pity, considering this is Java code. Tried running directly the jar file ('java -jar AirlockGridlock.jar') but without succces! Very nice job on the graphics, though (telling from the screenshots!)
Simple and fun ; you should add some powerups (temporary tap-bonuses) to re-grow your square!
The thumbnail picture looked so cool, I desperately *wanted* to try this one!
But too bad, Windows only .... :-(
@dangogamedev I'm using GNU/Linux (64 bits). If possible, it's best to provide an extra build of your game targetting the Web/HTML5. Most game engines can export for the browser.
Really nice entry!! Smooth and easy to control, with funny sounds, and kudos for providing a GNU/Linux version! Also, kudos for the 6-DOF controls (also done that in my LD42 game, and it took me some tries to get it right ;-)) The ending animation was also welcome ; after 2-3 tries, it felt rewarding!
Funny game! (4425 meters, is it really possible to go way beyond that? :D) Nice sounds and music ; the lead synth might benefit from some time quantization (and also, a lower volume).
It took me a few attempts to get the idea ; but it's a good one! It's clean and simple, with just enough sound effects. A more varied arena layout would have been nice!
This is fun, but hard as hell! (Didn't make it past the 3rd level) (BTW: it's already very hard without the collapsing space :D)
Fun game, I liked the pixelated graphics and the sound effects (except for the jump sound, which is too distracting), and the feeling of exploring a big level. I didn't like the jump behaviour (if you hold the 'jump' key, the player will jump repeatedly as soon as it can jump again - this does not play well with wall-jumping, and makes it very surprising (and hard) to climb stairstep like platforms without getting throwed back.
Visuals, audio, and mood are perfect.
The controls are awkward, though, (especially the jump button behaviour), and the physics glitchy (you can get temporarily stuck on platform corners). I had a *very* hard time getting through the first level, where you must jump from very small platforms.
The game looks really great, too bad I can't play it! (Only a Windows version? come on! :p)
This entry fits the theme perfectly, and is fun and beautiful! I played to the end. Smooth controls would have been cool (but obviously, a lot more work!), and also some audio background during the game would have nicely completed the mood.
Wow. Controls are smooth and nice, and the level design is impressive! The gameplay gets a little bit annoying after a while, though. I didn't make it to the end. I had a good laugh when I discovered the "sack of k...." :D
Nice art, and good controls ; although my spacebar is now officially dead. Maybe an 'autofire' mode would be welcome?
The lo-fi graphics are nice, and the levels interesting ; too the camera is a real fun killer, there are some places where you can't even see the player while jumping.
Can we get the source code please?
Thanks for the addition!
I laughed so hard, you made my day! :D
Impressive! The controls are a little bit stiff. Made it to the end!
Very nice game, I went through the end and it was fun!
The difficulty is well balanced and the puzzles are clever.
Great job, and thanks!
Small bug: in the last room, you can get pushed through the ground by the falling crate.
On the plus side: - Linux version! (this is the version I played). - It's cool to have audio, and the music is nice. - Skeletons are very convincing!
On the negative side: - No sound FX when hit by a skeleton (being hit is one important event in this game!) - The levels seem rather random, when I died, I couldn't tell if I was restarting from the beginning or from where I left. - The dynamic shadows are horribly pixelated, and "shifted" (they give the impression than dead skeletons are actually hovering above the ground). - The ground texture is rather harsh, and difficult to ignore: it's filling a big part of the screen most of the time.
Impressive graphics and lights! And the design of the car is really cool.
The controls are very counter intuitive, continuous rotations would have been better IMHO. Got stuck in a corner, couldn't move anymore :-/
The splash screen is painfully slow, and clicking on the green hearts is a little tedious.
Otherwise nice, good graphics and fun!
Nice platformer, but I found it hard to land on platforms ; maybe there's too much inertia / too little air control ?
OMG this one is so fun! Good controls, music, and gameplay! Driving the car feels great, and the interactive music really adds to the mix!!
I'm removing one star because I got stuck (twice!) in a building, and there was no way to restart (even after my life went to zero, the game restarted at the exact same stuck-in-building position! I had to reload the webpage) :-/
Hard, but great game! The 8-bit sound effects are powerfull and the pixel graphics are nice an simple. The screen shakes a little too much, though.
Went to the end!
wtf did I just play?
Nice!
Controls and graphics are good. I didn't really get what the rat and minotaur were for, however they added to the mysterious atmosphere - which was reinforced by the great haunting music.
Too bad, I got stuck: I fell down outside the level, trying to dodge a sawblade (the level where you must cross a corridor right-to-left and jump above one sawblade and get the star in a tiny hole: went too far to the left).
Pro-tip #1: a snappy sound effect for jumping and a "pop" sound effect for landing will make the controls feel more responsive.
Pro-tip #2: it's hard to get perfect physics in so little time, so it's always good to have a restart/suicide key (in most games, the 'R' key).
Fun one! I flied for several minutes although I didn't get what the goal was (is there any?)
What's up with the music? Did you use a compilation of 'game over' songs? It's sooo depressing!
Other than that, the gameplay is solid and simple, and the SFX are snappy. The difficulty is rather well balanced. In one word: it's fun! :D
This links seem broken, can you please check? Thanks!
Nice looking, but way too hard! I couldn't even manage to buy the sword :-/
Dead link :-/
Best exploitation of the theme I've seen so far, original and fun! Clever-but-doable puzzles, I made it to the end! (SFX is a little too brutal to my tastes, I found it to be a little annoying after a while.)
@physiker2001 : Here are all the details about the differences between jam and compo: https://ldjam.com/events/ludum-dare/rules
Nice, hard, and fun (not convinced by the music though, is it computer-generated?)
We had a lot of fun playing this one!! Liked the fact that the scrolling changes directions. The 'eat' sound could be a little more percussive ;-)
Wow, this is impressive. Incredible work on the game mechanics teaching! The soundscape is very immersive, and the graphics are simple but clean.
Great job!
Edit: made it to the end. Definitely worth it!
Loved the music and the same-musical-key sound FX!
The purple background reveals cracks between tiles, a black one would have been more forgiving.
Also, it's a little annoying not to have keyboard auto-repeat.
Also, is there a "sleep/wait" key?
This is a great idea.
I had to dig in the source code to figure out that the left/right keys were changing the player's orientation (instead of moving it left or right). But then, playing this was a calm and relaxing experience, I'd be glad to play a more quest-oriented version!
Any chance for a Linux build or a web (HTML5) build?
Solid B&W graphics and sound FX. I was less convinced by the music (especially the fact that it restarts when you die). Played through the end, the jump feels nice, but the walls are too sticky. The slow scrolling also feels unjust, I never want to wait for the screen to scroll :D
Good entry, but the controls are a little too slippy, I had a really hard time dashing between those two spikes.
The music is nice, some audio would have added some more punch!
Fun but soooo hard! Also, without scrolling, aiming with the mouse feels inappropriate (e.g going to another room makes you aim in a completely different direction, this is a hindrance when you're trying to anticipate enemies when entering a new room (as they get to hit you very quickly).
The link is broken?
The soundscape is great, but the slow walking kills it.
Especially for a point and click, where you have by design to do a lot of searching, you shouldn't be thinking "oh I'd like to try this shiny widget over there, but walking to it would take too long"
Too bad, because it's very promising (and I want to know the rest of the story!)!
Great idea, reminds me of Braid! I had a hard time figuring out the last one, very clever puzzle design!
Nice sprites and fun pitch ; really loved the "hit" sound effect! Couldn't manage to win, though :-/
Wow. I was really doubtful about the amount of story vs actual gameplay, however I got hooked ... and retried until I reached the (very cool!) ending. Great artwork and writing! The icons for "Increased reproduction" and "herd cooperation" gave me a big smile. And the choice of music greatly contributes to the mood.
Played until the end, and won! The cook character is very funny :-)
A note: I found this game through itch.io , but getting to the LD page to post a comment was another expedition (I had to infer the URL from the game name - thanks to the legendary search abilities of the LD website ...).
You should definitely embed/put a link to this page in the game, many players might be to tired from the mammoth expedition and not feel ready for this second URL expedition ;-)
My bad, you're right! Thanks for pointing me to this "View Submission" button, seems like I'm better at finding mammoths :D
Wow. Probably the best entry I played until now. The chiptune music is great, and the same-key sound effects work extremely well (the dying sound keeps sounding pleasant, even if I've heard it dozens of times!) The player controls are solid and responsive, it's a real joy to play!
I have one minor remark about the level design, which definitely doesn't like the theme very much :-) Maybe longer levels, with more battery recharge spots?
Anyway, great entry ; thanks from a megaman fan!
I liked the exploration part ; fighting enemies is *hard*, and might not contribute so much to the game.
And by the way, kudos for using a custom enginem and for providing a GNU/Linux build!
Very funny idea! Kudos for the visuals (you even took time to steer the front wheels :D) and also the music!
Of course there is an exit :D
Thank you all for playing and for your comments!
The disorientation part is totally on purpose (the motion sickness isn't) ... I can assure you that I had a hard time myself designing the maze. It turns out designing a 3D maze is a disorienting experience (you can't really use 2D maps, so you're stuck in subjective view) ... especially when there are 4 connected rotated instances of the same maze (spoilers, spoilers ... ).
@alpharock6 indeed, the up/down controls are a bit lacking. I didn't realize it until I tried playing with keyboard + touchpad (which I don't recommend!).
@codertrevor , @blood-jackal23 : indeed, making the escape key quit the game without confirmation isn't such a great idea. Especially when beating the game requires a lot of patience :D I'm fixing this for the next games.
@diego-escalante : I like your references ; The game Descent has always been a strong source of inspiration for me. It's nice to see that this old game is still getting some love!
@zebrainflames : are you running the GNU/Linux version? If so, what gives `ldd coiil.x86_64` ? This will show you the libraries the game will load when run. You should only see system libraries (e.g /usr/lib, but not /usr/local/lib). The most probable cause is a problem in your driver installation. Can you run `glxgears` ? What gives `glxinfo | head -n 100` ?
@justin-klinchuch : fun fact about those landmarks : at first I put them as design helpers ! I was wasting too much time getting lost in my own maze, so I had to put some objects. The green arrows, though, where added at the very end, to make the game less hard, and to make the "loop" more explicit.
@blood-jackal23 : thanks for the detailed feedback, this is very helpful. I added the flashing batteries in the last hour, but replaying the game after the compo, I find I was also using them as markers. The original idea was to add some sense of urgency, but I didn't have time to adjust the battery time properly ; and as I didn't want to have game-over mechanics anyway (people would already restart from the beginning too often by accidentally pressing escape :D) I had to keep at least some amount of ambient light. Your suggestion about using flares instead is very pertinent, as this might add a strategic side to the gameplay ; why didn't I think of it last week-end! I do also share your analysis about the game loop, which I also find a little bit shallow ; maybe some vague storytelling elements would do? Your comment about the onion ring made me laugh :D Yeah, I suppose the ending could be seen this way, kudos for reaching it !
@zebrainflames then, you might want to simply try removing SDL2.dll from the game directory, or replacing it with a newer one from here: https://www.libsdl.org/release/SDL2-2.0.12-win32-x64.zip
Three words "Just like wipeout" ... and I was in :-)
Kudos for making a GNU/Linux binary! It's also nice to see people using their own engine. I like the idea of a race game inside a curved tube, this reminds me of Torus Trooper and Ballistics. Now go add some gameplay please! :D
Nice game, with a strong connection to the theme! I couldn't help but think about the famous antichamber red/blue stairs ! Some decorative stuff might strengthen even more the repetition and the "stuck in a loop" vibe.
My 2 cents: what about connecting parts of the level, but with a 90 degree rotation?
Doesn't load under Firefox, I get a uniform dark gray image, and this error in the javascript console: ``` SyntaxError: missing ; after field definition sfx.js:36:1 SyntaxError: fields are not currently supported screen.js:3:4 TypeError: Illegal constructor.[Learn More] game.js:16:23 Game https://v6p9d9t4.ssl.hwcdn.net/html/2798569/game.js:16
It works under Chrome, though. The gameboy-zelda feeling is nice, here are two easy improvements that would IMHO bring a lot of value:
1) use a non-uniform picture pattern for wall tiles : otherwise, they can be hard to distinguish with a darkened floor tile.
2) add a (short) sound FX (a simple beep sound will do) on *any* interaction with an object : it wasn't clear if the messages were appearing on the console on the right as a consequence of me pressing the interact key, or if they were appearing on their own.
The linux version aborts at startup. Too bad!
``` $ ./LD47\ -\ Mind\ the\ Gap.x86_64 /tmp/MTG Set current directory to /tmp/MTG Found path: /tmp/MTG/LD47 - Mind the Gap.x86_64 [1] 20474 abort ./LD47\ -\ Mind\ the\ Gap.x86_64 ```
Nice idea and cool graphics! However the controls seems to randomly get stuck (web version), meaning sometimes, pressing space won't jump. Which is a dealbreaker in a platformer game ...
The HTML5 link is dead at this time of writing!
What a cool idea!
Strong puzzle game mechanics, and polished graphics ... an even a secret exit! ;-)
I think I found a little glitch though, it seems you can "hang" to vertical red switches. This can be useful to start a new jump from there ... but maybe unintended :D
It took me nearly 5 portal transfers before fully grasping the mechanics, but hey, it's a first-person puzzle game, so I'm not going to complain for the game making me think ;-) ( BTW if you like 3D mind-twisting mazelike tricks, I suggest you have a look at my game ).
Kudos for your impressive work in such a short amount of time.
PS: who is Jakob ?
> Our biggest hurdle right now is to onboard the player and to teach them quickly how the mechanics work.
My 2 cent idea : when the player enters a portal:
1) switch to colored wireframe rendering. The blocks, doors and switches must be clearly visible.
2) switch to a 3rd person, by continuously moving away the original camera from the player, until the whole room fits on the screen, when the bottom of the screen corresponding to the direction of gravity.
3) rotate the cube room, which is now fully visible so the player grasps what's going on.
4) undo step 2), by moving back the camera to 1st-person.
5) undo step 1), by switching back to polygon rendering.
The whole process could take less than 5s - and a lot more time to implement, actually I wouldn't be surprised if you told me you already thought about something along these lines :D
This is a clever idea!
I was rather doubtful when playing the first levels, but I had to use my brain to reach the end! Nice sound FX and graphics, simple but effective.
Wow, this is impressive! I really like the way the maze starts simplistic and get more and more complex as you enable rooms.
Very nice choice of music BTW.
I see that there are discussions about a key? I managed to reach the end without getting/seeing any key, did I miss something? Great, now I have an excuse to play again :D
Amazing pictures for a compo game! The audio ambience sound also contributes to the overall mood. Too bad, the voice kills it ; sounds too much as a default-disguised voice. Maybe the game would be better with just the text and no prerecorded speech?
I was able to find some clues, but not to win.
The abstract/dreamy/psychedelic vibe (the dancing lamps, the swinging doors, and of course, the rotating tunnel) made me enjoy this atmospheric *more* than with the original game "Inside". At least, with "Inside The Loop", the tone is set from the start, and it's very cool : it's a psychedelic trip, so no concrete story is needed/wanted.
The music is more than good: your atmospheric soundscape is almost perfect ; maybe some subtle footstep sounds would have added to the feeling of isolation?
On the gameplay side: this game suffers from "accidental hardness", as it's very hard to tell where the character feet are located depth-wise, especially when you're in the middle of a jump. This is a direct and non-surprising consequence of the orientation of the camera (especially when it's located so far behind!), but it could certainly be worked around, maybe by adding an artificial "shadow" decal below the character?
Anyway, thanks for making this game, this is some great work!
> Game killed my Google Chrome twice :( when I chose “Enter loop”
Same for me :-(
I got it to start with Firefox, but then the camera was stuck upwards and not responding to the mouse. Too bad, this game looked very promising!
Nice graphics, however I'm having a hard time figuring out what I'm supposed to do?
Thank you all for your comments!
Using your own game engine is less hard than it looks ; especially if you're making a simple and light game like mine.
You indeed have to know how to program (and how to handle some sometimes hairy issues, like physics and sound management), but in the end, you're only implementing the features you actually do use ... which is a (very) small subset of the features provided by commercial engines like Unity3D or UE4.
The whole codebase for this game is 15kloc big, including third party libraries (e.g Glad, stb_vorbis). The upside is that my game builds/runs/loads fast, and the whole game archive is only a couple of megabytes big :)
> @lorwon How do you managed to display text ?
This is a simple fixed-width bitmap font, drawn using OpenGL quads.
> @lorwon And how do you managed to get it workin on Web
I'm using Emscripten, which leverages LLVM WASM target to provide a standard C++ environment on the web platform. This, of course, requires many constraints on the way you write your C++ code : you can't throw exceptions, you must restrict yourself to a subset of OpenGL features, you must have one global 'tick' function, etc. To make the matter worse, browsers behaves differently, especially when it comes to audio : for some reason, Chrome requires that I use a (very) big audio buffer, otherwise, the sound gets choppy (Firefox doesn't have this issue).
So yes, web support can be a bit of a hassle ; actually, I dropped it for my two previous LD games, but my SO convinced me to put it back :D
Great work !
The music is impressive, and the wind sound FX creates a very immersive mood. And the stone sounds when you near-miss a rock are a nice touch !
Kudos for using your own native engine, and for providing a GNU/Linux version!
The architecture of the source code is full of gems ; I strongly encourage other people to have a look at it and learn from it, as it contains good examples on how to properly isolate platform-specific code (the game seems to support *multiple audio backends on the same platform* !), there's even automatic hot-reloading of the game code (!).
Too bad, Windows-only :-( can't, play .
Very solid entry : gameplay is punchy, fun and innovative.
It's hard but not too much (please, in a game like this, let the music loop instead of restarting it on every death !), and the level design is enjoyable.
The graphics and sound are minimalistic but work very well here : simple and effective.
The last line "maybe I'll be harder in the post-jam version" just made my day :D
Doesn't load in Chrome :-( In Firefox, I get the following error:
``` An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: abort(178) at jsStackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:16334 stackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:16505 abort@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:748 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54700]:0x100a530 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[25525]:0xa1275f @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[49988]:0xf47a73 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[23591]:0x9e1549 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54479]:0x100983f unityFramework/Module.dynCall_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:462323 invoke_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:331403 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[52589]:0xfb3407 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[52028]:0xf9abb8 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[4324]:0x1aefb8 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[4322]:0x1aec88 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8282]:0x310806 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8280]:0x30f727 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10359]:0x3d4538 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[8524]:0x32abad @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10786]:0x403cf6 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10461]:0x3ddf0d @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10461]:0x3ddf22 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10456]:0x3ddab6 @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[10449]:0x3dbc7b @https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.wasm.gz:wasm-function[54496]:0x1009b18 unityFramework/Module.dynCall_v@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:471305 browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:168124 runIter@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:171197 Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/3730393/build/Build/build.framework.js.gz:2:169659 ```
Nice work !
I got it to run on GNU/Linux ! Your source code is almost platform-independent (except for one call to PlaySound from Windows MME ("mmsystem.h")). You're missing a 'return' statement in the 'hitbox' function, by the way ;-)
By the way : be sure to disable systematic OpenGL error checking on every GPU operation : this slows your program down, as it will force OpenGL to flush pending draw operations.
Crashes on startup, here's backtrace :
``` Thread 31 "Loading.Preload" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fff08956700 (LWP 39326)] 0x00007fff3914d92d in mono_object_get_class () from /tmp/Builds/Games_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so (gdb) bt #0 0x00007fff3914d92d in mono_object_get_class () from /tmp/Builds/Games_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so #1 0x00007ffff6e90f86 in void StreamedBinaryRead::TransferSTLStyleArray
Cool music and puzzles !
And kudos for providing a GNU/Linux build (which BTW worked perfectly on my machine).
I had a hard time finding out what I was supposed to do on the second level, but still managed to get to the end !
I would have enjoyed some clicky/UI sound FX!
I'd love to hear the full soundtrack but I keep dying too early !!
Nice game ! The feeling of going deeper and deeper is definitely here. Not the fact that you have to dig down deeper, but the fact that while digging, you're always asking yourself : will I have enough fuel to get back ? Ironically, this feeling is made more present by the fact that you have to do round trips to the surface to refuel !
This reminded me of Factorio ; It took some time but I made it to the end!
Tried to compile it on GNU/Linux, got stuck here:
``` gcc src/*.c -I. -Iinclude/FMOD -Iinclude/FreeType -lGL -lpng ```
For obvious reasons of gcc macosx-specific command-line options, I can't use your shell.sh compile script.
But the real blocker was the fmod library, which I don't have, and downloading it requires an acount ; to it's a no-go.
I like how it looks ! Have you considered randomizing the location of the holes ?
Wow, very fun game ! I stopped after dying 99 times :D
I love the idea of spawning platform blocks, but the levels are very hard ! Thank god for the checkpoints :D
I found the music not really fitting the gameplay, what about some bluegrass banjo instead ? Wouldn't it be nicer ? :D https://www.youtube.com/watch?v=85mDyWCgHy0
Good work and thanks for making this game, we had a fun time dying and retrying!
Great compo entry !
The music is punchy, and the SFX are too.
I had no problem with the tank movement controls (though, mouse aiming in a room-by-room game is pretty disorienting, as the relative position of the mouse pointer jumps between each room).
The gameplay was hard but cool ; however the tanks gets hard to control when you take too many velocity upgrades (and there's no way to tell them appart from the other upgrades, which are required to win the game :-( )
And also, it's nice to see other folks using their own engine!
OpenGL + SDL2 FTW ! :metal:
Same for me : I can get the elevator doors to open, but seems like there's an invisible wall preventing me to go inside the cabin ...
Kudos for providing a GNU/Linux version !
It's working perfectly, and I must say I'm impressed by the smoothness of this game, especially the 3D parts.
The aesthetics of the house are neat, and the nested russian dolls are a nice touch ! Very nice work !
Now, I want to play a lo-fi 3d point-and-click game taking place in a wooden house :D
Audio is definitely lacking, that's too bad ! :-(
This reminds me of the original Legend of Zelda (1986!) : the doors that opens when all enemies have been killed, the room transitions, the player attack, the stairs ...
Also: it's great to have music for a compo game, kudos !
The movement of the blobs is a little too hard to deal with, a little more randomness would avoid having to move a lot just to keep your distance.
@shubart You're probably packing the Debug version of your game. The Debug executable of your game contains references to debug-versions of the standard MS runtime libraries, which are typically not installed on non-dev PCs.
Try compiling in Release mode, and packaging those binaries instead.
Wow, this is such a great idea!
This reminded me of "Legacy of Kain : Soul Reaver", where you sometimes have to alternate between two parallel worlds to progress through the world. However, you pushed the idea a lot further, and made it the gist of the gameplay, ending up with a very interesting (and sometimes hard) puzzle game.
The graphics are a little too minimalistic to my tastes, but they do the job. But I liked the sounds!
You might have a small glitch with the GNU/Linux version : you can see the nearby rooms just by maximizing the app window.
Also, I got soft-locked in the top-left room of level 2 : I stayed too long in the 'black' dimension, and there were no accessible portals to get back to the 'white' dimension.
Overall, great job, (too bad there are only 2 levels!) and by the way, kudos for providing a GNU/Linux version !
Wow, this one is really nice.
And also, hard. Fortunately the music is cool and fits the (also cool) visuals. Good work !
Where can I find the music from the splash screen ? How is it called?
Aha! Found it: `Milomir Martic - Bando mudzahedinska`
I'm getting this error, what's going on ?
``` $ java -jar ld49-dungeon-crumble-bin-v1.0.2.jar WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by org.lwjgl.LWJGLUtil$3 (file:/tmp/ld49-dungeon-crumble-bin-v1.0.2.jar) to method java.lang.ClassLoader.findLibrary(java.lang.String) WARNING: Please consider reporting this to the maintainers of org.lwjgl.LWJGLUtil$3 WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Inconsistency detected by ld.so: dl-lookup.c: 105: check_match: Assertion `version->filename == NULL || ! _dl_name_match_p (version->filename, map)' failed!
$ java --version openjdk 11.0.11 2021-04-20 OpenJDK Runtime Environment (build 11.0.11+9-post-Debian-1) OpenJDK 64-Bit Server VM (build 11.0.11+9-post-Debian-1, mixed mode, sharing)
$ ```
Ok, I managed to run it by replacing, in the JAR file, liblwjgl64.so, with the file from my GNU/Linux distribution.
There was only a Windows version, but it's a standalone and nice C++ codebase, so I compiled it myself: Your game runs perfectly under GNU/Linux, with fullscreen and sound. (I just had to dos2unix the text files).
Nice take on the theme, BTW. And kudos for using your own engine !
I loved how the SFX were designed to be in the same key than the catchy music ! Great synth sounds, by the way.
The gameplay was fun, maybe a little too much disjointed? It's hard to know if you're winning or loosing. Especially when the "base game" is already hard !
Hi , fellow C++/SDL/Emscripten user ! :metal:
I noticed there was an issue with Emscripten SDL sound in some browsers.
``` - Windows 7 + Firefox + Emscripten : sound is OK - Windows 7 + Chrome + Emscripten : sound is OK - GNU/Linux + Firefox + Emscripten : sound is OK - GNU/Linux + Chrome + Emscripten : sound is distorted. ```
The distorsion is as if the audio buffer size was too small, and was constantly underruning, which makes the mix sound "metallic".
Juggernaut has this issue , I can get this metallic distorted sound if I play it using Chrome (or one of its derivative, like Brave).
My entry for this LD50 has the same issue (so go play it! but use Firefox :) ).
Indeed, if I increase the buffer audio size to 4096 samples, the audio playback becomes fine in Chrome. ( However, the latency becomes very perceptible and the game starts to feel less responsive ).
Have you ever noticed this issue ? I was under the impression that this wasn't occuring on Windows 10 ?
PS: please note I'm not talking here about "audio not playing at all" issues, which are a completely different issue, related to Chrome blocking policies ( https://github.com/emscripten-core/emscripten/issues/6511 ).
Nice game, nice 3D sprites, especially for a compo game !
The game was fun to play, spamming bullets and collecting upgrades felt really effective. I would have easily played 2x or 3x longer, just with repeated waves of existing ennemies. It felt too short !
Nice game, fit the theme well and fun to play !
The enemey move/attack patterns are simple, but surprisingly effective ! I found myself desperately trying to fire a laser to those jumping blobs, while time was running out ...
It's not as good as "Dimensional Shift" ( @shared 's previous entry ), which had set the bar extremely high! (those who haven't played it, go play it NOW :D https://ldjam.com/events/ludum-dare/49/dimensional-shift )
Very solid entry !
Easy to play, and fits the theme perfectly.
I especially found the sun progress bar very funny , think the night is finally over when the bar reaches the left part of the screen ... but nooooo :D
The music, also, was a very nice way to reinforce the alternance between days and night.
Well done !
If you like fireworks, try to go left at the beginning ;-)
Too bad the game is plagued by collision issues ... being able to go through most walls is a real showstopper for an exploration game :-/
I liked the music, reminded me of the very first metroid game on NES !
Wow, a 3D game without Unity ! And written in Lisp ... impressive !
(The GNU/Linux version works very well BTW)
OMG this is creepy as hell !
The round eyes ... and the gradual discovery of this face, getting closer ... it's incredibly effective!
Very nice entry, too bad it's so short ...
Crashes at startup :-/
``` CarpeDiem_Linux % ./CarpeDiem_Linux.x86_64 [UnityMemory] Configuration Parameters - Can be set up in boot.config "memorysetup-bucket-allocator-granularity=16" "memorysetup-bucket-allocator-bucket-count=8" "memorysetup-bucket-allocator-block-size=4194304" "memorysetup-bucket-allocator-block-count=1" "memorysetup-main-allocator-block-size=16777216" "memorysetup-thread-allocator-block-size=16777216" "memorysetup-gfx-main-allocator-block-size=16777216" "memorysetup-gfx-thread-allocator-block-size=16777216" "memorysetup-cache-allocator-block-size=4194304" "memorysetup-typetree-allocator-block-size=2097152" "memorysetup-profiler-bucket-allocator-granularity=16" "memorysetup-profiler-bucket-allocator-bucket-count=8" "memorysetup-profiler-bucket-allocator-block-size=4194304" "memorysetup-profiler-bucket-allocator-block-count=1" "memorysetup-profiler-allocator-block-size=16777216" "memorysetup-profiler-editor-allocator-block-size=1048576" "memorysetup-temp-allocator-size-main=4194304" "memorysetup-job-temp-allocator-block-size=2097152" "memorysetup-job-temp-allocator-block-size-background=1048576" "memorysetup-job-temp-allocator-reduction-small-platforms=262144" "memorysetup-temp-allocator-size-background-worker=32768" "memorysetup-temp-allocator-size-job-worker=262144" "memorysetup-temp-allocator-size-preload-manager=262144" "memorysetup-temp-allocator-size-nav-mesh-worker=65536" "memorysetup-temp-allocator-size-audio-worker=65536" "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gfx=262144" [1] 66278 segmentation fault ./CarpeDiem_Linux.x86_64 ```
Nice 8 bit vibe !
( And very nice choice of music! )
And kudos for not using a third-party game engine : it's always cool to see that some of us are still capable of writing native programs :D
Hey guys ! There's only one link, it's a link to the source code, and it leads to a 404 !
Wow, impressive puzzle design here !
The mechanics *and* the levels are great here ( I wasn't expecting so much puzzle potential for such a simple mechanic )
One nitpick: the sound of golden ring is *loud*. But I didn't want to lower my speakers volume, because the music is cool :-)
Hey, @lomstfer , would you be interested in a GNU/Linux binary ?
Your code is 100% portable, so I took the liberty of compiling it and uploading an executable here:
http://code.alaiwan.org/Drater.x86_64
Feel free to add it to your archive if you want !
I used the following command line :
``` g++ *.cpp `pkg-config sdl2 SDL2_mixer SDL2_ttf SDL2_image --cflags --libs` -o Drater.x86_64 ```
Simple, but effective :-)
Finally finished it (after three interrupted attempts) !!
This game is really impressive, the creepy mood is perfect and the main mechanic is brilliant!
The level design is uncompromising and makes no prisonners (platformer puzzle in a game where you're almost blind? seriously?) but with some effort it's definitely doable. And it's big, really. ( The good thing is, you didn't have to spend too much time doing UV mapping :D BTW, what editor did you use? )
I'm also really curious about how the rendering works, e.g how you store the scanned parts of each wall. (If I had to guess, I'd say: a giant texture map, where all the walls are unwrapped, that gets written to when scanning, and read from during rendering.)
You might be interested in this very similar game!
https://ldjam.com/events/ludum-dare/51/waves
You might be interested in this very similar game!
https://ldjam.com/events/ludum-dare/51/dark-points
Great job , by the way ; this is what I call an immersive experience ;-) The controls felt a bit awkward, that's too bad because the exploration part is really cool.
Hello, I get the following error on the web version: ``` Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers) ```
Really solid implementation, the sound fx, the music, the graphics, the postprocessing ... everything is nice and polished!
The game would definitely benefit from more challenging and more cohesive levels : I often had the feeling of completing one level, on my first attempt, while having only explored ... maybe 5% of the circuit ?
Please let your anonymous composer know that the music is spot-on! It really sounds "electric" :D
Point-and-click games (with custom a engine) FTW!!! :metal:
The controls seems to have been designed on a french keyboard ? It's really hard to grasp when playing on a QWERTY keyboard ...
Very nice, very polished! The rope mechanics are well tweaked, not too easy, not too hard. Kudos!
~~@captainalexwest how did you manage to play the game ? At this time of writing, there's only a link to the source code ; did you compile it yourself?~~
Lack of sleep :D
@KOHCEPBA thank you!
Nice buildings, I like the lighting there, and hopping around in this environment is really fun! (The controls are a little too sensitive to my taste, though!)
Hey, I love this idea!
Nice choice of music, some more unexplained random SFX might have added to the creepy mood ( Especially, footstep sounds : they increase the feeling of loneliness and isolation)
All like @ellaris here: walk speed, spamming the E key, and dying without really understanding why. A little bit too unforgiving, maybe?
(BTW incidently, I made a similar game for t he compo! ( but with very different technological choices :D ) if you like exploring hand-drawn creepy houses, you might want to give it a try!)
Kudos for the creepy-little-girl flashing animation, this is spot-on !
> This game isnt for easily disturbed people.
I understand you don't want to disturb people, but not putting any link to your game might be a little bit of an extreme strategy :-)
The GNU/Linux build segfaults :-/
segfault.png
Too bad, the screenshots looked really great and I was eager to play!
> after going through invisible vanishing blocks.
@catusfelony They're not invisible :-) As @rcxa noticed:
> I eventually did notice they were 1x1 and always positioned where there would otherwise be 1x2 blocks. The only issue was I found it a little difficult to recognize that pattern at the speed that the game progressed.
You can toggle a slow-motion mode (I use it for debug) by pressing the Tab key, this will slow the game down to a point you will be able to see all the clues.
Thanks for playing and for your comments!
Cutest interpretation of the theme I've seen so far!
Picking up the various cats is really fun, having the cat stare at you while picked up is a great touch ( Being able to hide cats in the fridge, maybe less great :-) )
The fact that you have various sounds and 3d models for cats adds to the experience. I was saying to myself "how many damn cats are there? I thought I was halfway done!" :-)
On the negative side: I found the mouse sensitivity was a little high and I had some trouble moving the camera.
I missed a time counter showing the remaining time before the landlord arrives ( However, the game over screen showed a scaling issue (text too big, some part of it is outside the window), so maybe there is such time counter, but it's being rendered outside the window? )
In any case, great work !
Nice and fun, made it to the end!
Very interesting idea!
Once you get used to it, though, it may become a little too easy?
( Is this the NES font you're using? Nice ! )
Nice and simple, and with sound, AND with music! (it's too rare in Ludum Dare!)
This was fun and this fits the theme well, good job! ( I played until the end )
> I’m most impressed that you managed to get that many voice actors on such short notice! Can this be a compo game if you didn’t work alone, though?
From what I understood from the rules: You're allowed to do recordings, and you can record anything, as long as you record it yourself, during the 48 hours ( There's a similar policy with taking photos ).
> I’ve seen discussions floating around over the years about what counts as collaboration
The game has to be *your* creation. You're the one creating the files, this is where the line is usually drawn (and this is, I believe, why the Compo rules currently exclude AI-generated art : it's not clear who's the creator).
Getting help, in the general case, cannot be forbidden. If your significant other brings you a cup of coffee that helps you to keep your mind clear, this also counts as help! This is why the line must be drawn elsewhere, generally at content creation level.
> “is receiving feedback during the jam technically getting help with game design?”
It's certainly getting help, but in the end, you're the one who must apply this feedback (If you have enough time!). So you're still responsible for 100% of the implementation of the game.
> “is asking people to test your compo game during the time frame technically helping with its stability?”
Of course it is. But same answer here: once a bug is reported, you're the one who must fix it (if you have enough time!). So the implementation of the game is still 100% your work.
> “is voice acting technically getting help with the audio or humor/mood?”
It also is getting help. However, voice acting isn't feedback, it's content creation! Especially if the voice actors do the recording themselves : this means there are now parts of your game that might be considered as "not your work" (even if you postprocessed the wav files).
Wow, this is getting-over-it-hard! :)
The physics seem pretty solid here! Can the snake go backwards? I tried, but failed, it seems like the head parts have a stronger pull force?
This is a very creative idea, I don't remember playing anything remotely resembling this game , so kudos!
I get this error in Firefox's javascript console. The game gets stuck on the "You regain consciousness" screen ... :-/
``` USER ERROR: SceneShaderGLES3: Fragment shader compilation failed: index.js:14111:18 ERROR: 0:414: '' : array size must be non-negative index.js:14111:18 ERROR: 0:422: '' : array size must be non-negative index.js:14111:18
> Just by reading the comments, I wanted to try this game but it only has the windows build. Wished there was a linux build
Same here. Too bad, this game looked very cool :-(
Kudos for using your own engine, I wanted to peek at the source code, but couldn't find a link ; did I miss it?
GNU/Linux user here, your build works, thanks for thinking about this platform!
Wow, really cool mechanics, and clever level design!
I was afraid to play yet another sokoban clone, but I was delighted to see it wasn't the case. The game is well polished, the visuals are consistent ... and I really like the music! it repeats, but it's not boring, it's relaxing and soothing! I'm listening to it while typing .... a perfect ambience of sleepy turtles! :D
YES!! Made it to the end!! I spent as much time solving level 17 than the rest of the game :rofl:
The mood is perfect!
I hope you will participate to the next LD events, I can't wait to play your next game!
Nice graphics and really cool and snappy controls, the drone is a pleasure to pilot!
I went all the way to the left ... is there an ending ?
The web version is broken (throws a javascript exception as soon as I try to move), and the GNU/Linux version gives me this:
``` ./toxic_trap: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.38' not found (required by ./toxic_trap) ```
Too bad, I happy to play a game made by other people using their own engine!
Very creative use of the theme!!
Fun controls, clever level design, and a psychedelic background, this is cool ; however the music is, let's say, a little short :-)
(Made it to the end!)
OMG this is getting-over-it-hard!! :D
Nice idea, but this is really brutal, you could even display the deaths-per-minute ;-)
I couldn't get past the second level :-/
Edit: I just turned on my speakers. Good lord.
> I was thinking that is a 3D game :(
It is, however the camera is fixed :D
Really nice game, loved the metroidvania-style exploration, with new abilities unlocking new parts of the world ...
Not a fan of the jump / platforming : it seems the ability to jump up "through" platform doesn't play too well with perspective view. I'm sure there's no issue with the physics code here, however, the perspective view makes it look like there is, which is a pity (Blasphemous also has a similar issue)
Really cool music, fits the game perfectly ; and kudos for using sound effects in the same key :-)
Hi, I got this message when loading into Firefox (115.8.0esr (64-bit))
``` Uncaught TypeError: map is undefined draw_map https://html-classic.itch.zone/html/10181599/packaging/game.js:1028 do_draw https://html-classic.itch.zone/html/10181599/packaging/game.js:935 _draw https://html-classic.itch.zone/html/10181599/packaging/zucchinibread.js:569 _start_transition https://html-classic.itch.zone/html/10181599/packaging/zucchinibread.js:725 start_transition https://html-classic.itch.zone/html/10181599/packaging/zucchinibread.js:307 reset https://html-classic.itch.zone/html/10181599/packaging/game.js:665 handle_keyup https://html-classic.itch.zone/html/10181599/packaging/game.js:1103 onkeyup https://html-classic.itch.zone/html/10181599/packaging/zucchinibread.js:363 game.js:1028:24 ```
(I don't get an error with Hazel and Hector ( https://cassowary.itch.io/hazel-and-hector ), which I think uses the same engine (probably an earlier version, though!))
Indeed, I might have, which is rather strange, tbh ... however, I got the game to load, and it's worth it :)
Thanks for the help, and thanks for the game, which is great! I'm still struggling to get to the end!
Wow, this really is impressive, the Ninja Gaiden original gameplay is clearly recognizable!
The music, the graphics, the animation, the sound FX ... everything is spot-on (except maybe the jump sound, a little bit too distracting!). You did a really great job here, it's so rare to see a game labeled as retro / NES ... which is actually faithful to the real thing!
Keep up the good work, there are only two levels and that's too bad, but if there had been 10 or even 20, I think I would have (tried to!) played through all of them!
There were minor glitches that you might already have spotted (like the vertical scrolling sometimes being jerky), but overall it's pretty polished.
More levels, more enemies, and pits (you need them to be truly Ninja Gaiden :) ) , this is what we want !!!
Had a lot of fun, struggled a little but made it to the end!
I liked the puzzle design ( I had the feeling that there's a difficulty spike around level 7, is it just me? ).
It's always nice to see games using something other than Unity! :thumbsup: ... and portable code, I compiled it and run it on GNU/Linux with absolutely no code modification. Kudos!
I took a look at the code ; am I mistaken, or am I recognizing the handmade hero influence at work here?
( By the way, you might want to compile it with `-fsanitize=undefined,address`, just once )
Am I missing something here?
``` [You]: interview geoff
[System]: Type "interview geoff [topic]" to select your topic: The Defendant The Victim The Law The Father's Inheritance The Coworker
[You]: interview geoff The Father's Inheritance
[System]: Unknown topic. Type "interview geoff" to see the list of topics. ```
A super nice idea ... ruined by a confusing UI and buggy code, that's too bad!
I really tried hard to solve the first level, spent 20 minutes trying to understand the controls, the game mechanics, going back and forth to the README ... but I never got to the point where I could make sense of this : "LEFT CLICK your summoned skeletons to have them perform actions (Like moving, stacking, or boarding the catapult)". I could never manage to move a skeleton, except by pushing it using the main character.
That's a shame, because the idea behind this puzzle game seems really promising! Please fix, so we can enjoy it!
Extremely easy to build, kudos! (Yeah, a makefile would indeed be nice, however it builds so fast at the moment ... ) (Tested on a gnu/linux box)
Nice work, it's always nice to see people using native code, instead of big premade engines!
Windows only?
Crashes at startup :-(
``` Starting... - Starting SDL2 - SDL2 started (No error) - Starting GLEW - GLEW started (No error) Log: [Error]: ------------------------------------[Error]------------------------------------ Log: [Error]: Crash Log: [Error]: Status: terminate called after throwing an instance of 'int' [1] 77402 IOT instruction ./Sacrificed ```
Just in case, here's the backtrace:
``` Thread 1 "Sacrificed" received signal SIGILL, Illegal instruction. 0x00005555557a7209 in JPH::CollisionDispatch::sInit() () (gdb) bt #0 0x00005555557a7209 in JPH::CollisionDispatch::sInit() () #1 0x000055555577ed82 in JPH::RegisterTypesInternal(unsigned long) () #2 0x0000555555665a97 in JoltPhysics::Init() () #3 0x00005555556707dc in PhysicsSubsystem::PhysicsSubsystem() () #4 0x00005555555be882 in Application::Initialize(int, char**) () #5 0x00007ffff76186ca in __libc_start_call_main (main=main@entry=0x555555598660
Good catch, indeed, my CPU only supports AVX1 (Core i7-2600K).
I tried recompiling the code, but I got blocking warnings when compiling assimp, so I gave up :-)
Thanks a lot!
Unfortunately, with the no-avx2 version, I still get a crash at startup:
``` ace@ANTEC Sacrificed % ./Sacrificed Starting... - Starting SDL2 - SDL2 started (No error) - Starting GLEW - GLEW started (No error) Log: [Error]: ------------------------------------[Error]------------------------------------ Log: [Error]: Crash Log: [Error]: Status: Loading Scene terminate called after throwing an instance of 'int' [1] 2352 IOT instruction ./Sacrificed ace@ANTEC Sacrificed % ```
... not in the same place, though:
``` Thread 1 "Sacrificed" received signal SIGILL, Illegal instruction. 0x0000555555742cb5 in JPH::AABBTreeToBuffer
The instruction causing the issue is VCVTPS2PH.
I'm rather surprised not having run into these kind of problems earlier with other game (This is the first time!).
Thank you very much, now it finally works! Was it worth the hassle ? Definitely !
Your custom engine is solid and your game runs fine on my machine, well done. I'm always happy to see people using their own engine!
The game is hard, though ; I only made it to tuesday :-)
Considering the dark/evening/foggy mood, the sound effects are a little too "dry", and might benefit from a little reverb ; and the whole mood would be greatly improved by simply adding a looped low-pass filtered+reverb white noise. This would make the whole audio atmosphere "blend" together!
I loved the level design, I was always almost lost, but not quite. I loved the way you made the different paths make cycles, so you don't have to backtrack. This reminded me a lot of the good old metroid games.
The graphics were neat, there's definitely some pixel art insect creation skills here :laughing: Too bad there's no audio ambience !
The teleporting bug made me laugh , after all these almost real-life like abilities ...
Thanks for making this game , really enjoyed it ! ( died 32 times, 11.9 minutes )
Hey, actually, this is rather quite nice!
A programmer tip to avoid angle-related issues: don't store the beetle orientation as a number, but as a normalized vector (if needed, convert it to an angle (atan2) at render time)
I found the camera changes a little bit brutal ; maybe the game is a little too fast paced ? Or maybe it's just me ? I don't know...
There's clearly some potential and I like the soundtrack. Too bad there's no audio, because there's definitely room for nice punchy aquatic sounds effects! Especially when the big shark is getting closer to you : you could add audio clues/feedback ( increased music speed, or a rumbling sound getting louder and louder, etc.) to increase the tension !
I also liked the way you did make the shallow water look. I would have liked more passages in 1st person camera, maybe long tunnels? Or even waterfalls!
This is a very interesting idea for a puzzle! Made it to the end!
See "The Compo", point 2 : https://ldjam.com/events/ludum-dare/rules
Nice clone of Bomberman!
I looked for a discrepancy with the original game, and could only find one : the bomb explosions don't trigger other bombs, although in the original game you could use this effect to trap your opponents!
Other than that, the player movement is well remade (including the rounded corners of the bricks!), this is a clone but clearly a good one, great work!
I second the idea : you could use this opportunity to add one innovative extra-feature to this game, to make it truly yours!
Amazing! A master system game, in C!!! And there's even music and SFX! I find this waaaaaaaaaaaaay more enjoyable and creditable than all this Unity nonsense :-)
Kudos, team!
(I played on Mednafen, I got no obvious issues (except maybe some graphical glitches when the character gets hit?)).
@follusior @juno-menager @retrisma thanks for playing, rating and commenting!
> I noticed a lot of Metroid nods, those were a good touch. :)
Ahah, I'm indeed a huge fan of the 2D Metroids :smile:
> I sort of wish the map was hidden away in a more secret spot, since it ended my exploration gameplay right away
I hadn't though of that, you're totally right :thinking:
Thanks a lot for your feedback!
@milq I've been using Debian for almost 20 years now, this is by far my platform of choice. But hey, I still have to target MS Windows :grin:
@heviosso I used to customize Emscripten's HTML, but not anymore, too much of a hassle ( I'll have a look into Emscripten's shell_minimal, though).
@Hinamarina Indeed, I'm also a huge fan of the Megaman X series!
@0x-void-x0 To avoid running in circles, don't forget you have a minimap ( by pressing Enter ).
@gdman There's no persistence in my engine at the moment. This definitely is something I'll have to add, considering the size of the map!
@henk The conveyor issue was unexpectedly hard to diagnose (but easy to fix). This is the price for using a homemade physics system :grin:
About SDL3 vs SDL2: I'm currently SDL2 fluent, I don't know anything about SDL3, and I'm definitely not going to try to learn it during a game jam. Only a very small portion of the engine code actually depends on SDL. Porting it to SDL3 is a non-topic : the day it will be needed, it will be a matter of a few days. But hey, there are lots of things a lot more interesting to do in this codebase!
About the coyote time: not having coyote time is a deliberate design choice (I might have to mention it in the game description for future game jams). I'm not going to make the game frustrating on purpose, but I think that providing the player with *some amount* of real challenge (=not everyone will win) is a mark of respect ( In this vein, I deeply respect Blasphemous ), a lot more than silent handholding when doing difficult jumps. The platformers I take inspiration from don't have coyote time ( and are probably better off without ).
Anyway, thanks again for playing and rating, I wish you all a lot of fun with this (and future!) Ludum Dare!
Really cool voice acting on the intro, definitely contributes to the overall mood.
The walking was a little slow, which isn't an issue ... until you get killed by the first monster, and you have to redo all over again. (Maybe it's supposed to contribute to the fear of getting killed?)
What a cool and creative idea!
Loved the vibe, especially the music! The game is fun ( I made it to the end in 117.15s ) and the colorful graphics are nice.
The only thing that bothers me is the view. Isometric 2D is really cool, but when it comes to heights, it imposes restrictions which depend on the angle of the camera ; the culling at the bottom of the screen was a little misleading, there's no obvious way to tell the difference between the level boundaries and the end of the culling volume.
Other than that, good job! there's probably a lot of potential for extra gameplay here ( spikes, moving obstacles, etc. ) !
GNU/Linux user here ; any chance for a web build?
> Does he actually flip the middle finger on exit?
Yeah, I must admit I asked myself the same question :-)
Anyway, the pixel art is really nice, especially the choice of colors. The idea is brain-melting, but at least you kept it in 2D (with this concept, you can easily do 4D :D)!
Some musical advice:
- don't restart the music at each level ( The first ones are really short, this quickly gets annoying )
- you could tune the buzzing of the exit vortex to the music. ( Your music is in C minor, but the buzzing is some kind of out-of-tune G#. You could tune the buzzing to a C, to a G, to an Eb, all of these would do the job.)
Cheers!
OMG I can't imagine the hassle it must have been to design the levels :-)
The idea is just great, the implementation is solid, the level design is clever ... and the puzzle difficulty is just as it needed to be!
I had a laugh (relief maybe?) when I saw the ending.
There are only two things that bothered me:
- 1) The music. Not bad, but maybe too uplifting for this kind of gameplay and environment. Maybe it's just me, but it felt a little bit off.
- 2) At one point in the level, you need to make a long jump, with the character's head sliding against the ceiling, exploiting the fact that the upward push from the jump isn't stopped when colliding with obstacles. It could be argued that such a behavior is closer to a bug in the jump code ... than to something someone might write in a design document :-) It took me a while to realize that I could make that long jump. Of course, I'm just nitpicking on a small detail here.
Thanks for the fun game, this is the first I'm played on this LD, you've just set the bar very high :-)
I love the idea, moreover it reminds me of the build engine ( from Duke3D ), which I also love ! The looping world is especially enjoyable. I think the music is inappropriate ( Something more atmospheric would, im my humble opinion, do a better job ( e.g https://www.youtube.com/watch?v=sch_ZYInTc8 )).
However, the mouse pointer capture issues (web version) are specially annoying, and no matter how hard I try, I couldn't get rid of them, I finally gave up playing :-(
In short: the mouse pointer gets correctly hidden just after I click "Click here to play", at this point, I'm in game, I can move around, and, in particular, rotate the view left and right by moving the mouse. But shortly after the playing instruction disappear ( at the very first pillar ), the mouse pointer reappears for no obvious reason, and then, I still can rotate the view by moving my mouse horizontally, but the rotation is limited to the horizontal range of the pointer. Which means, when the mouse pointer reaches , say, the right boundary of the screen, I can't rotate the view to the right anymore. In a first-person game, it's extremely inconvenient :-/
edit: I think I found a workaround, by displaying the inventory, and clicking "close pause menu". The mouse pointer disappears and I can freely rotate the view again.
> What are these awesome sounds?)))) They totally lifted my mood!
Is this game supposed to have sound?
No web version ? Too bad, this one seems really fun :(
The github link leads to a 404, you might want to double-check the repo permissions?
I died, and died, and died :laughing:
... but eventually I made it to the end, definitely worth it!
Very good controls - although for some reason I kept mixing up both action keys. If I had to change one thing, I would remove the small delay between the moment you press the teleport key, and the moment the character actually teleports. This delay added what felt like artificial difficulty to some puzzles.
I'm not too much of a fan of the CRT shader ; however the sounds were pretty crisp and convincing!
Overall, nice job!
It's very hard, but the music is sooooooooooo well written! (and the SFX are in the same key, really nice!)
Any chance for a web or GNU/Linux version?
This gave me Getting Over It nightmare flashbacks, but I made it to the end, pheeeeeeew :-)
> It’s tricky and the level design can feel punishing sometimes especially when you fail 1 step away from the finish line and have to restart.
@0x-void-x0 That's were all the fun resides :laughing: (I believe for these kind of games, there has to be some kind of frustation... )
Very nice implementation, the sound atmosphere ( music + sfx ) is very well balanced, and soothing. The graphics are minimal, but clean (Nice job on the tile borders, BTW. Are you using LDTK? ) The physics are very solid, I encountered no glitch.
The only gripe I have is about the bouncing against some surfaces. Bouncing against walls is obviously part of the gameplay, but maybe some non-bouncy surfaces (especially in the bottom of some ponds) would ease the first levels?
Something that would greatly augment the level design potential : slopes :grin:
There are some good ideas here, but their implementation seems a bit chaotic.
Some advice: - don't restart the music at respawn, in a game where you respawn often, this is extremely annoying ... also, make it loop when it ends. - there has to be some feedback (visual, audio) when the player gets hit. (I wasn't clear, for a while, if the player could get hit or not) - use a different visual for locked doors. - don't introduce, in the same level, the evil spitting boxes AND the spit-activated switches (The current level makes it unclear what the spit actually does ).
Kudos for providing both GNU/Linux version, and a web build!
Really cool, I loved it, from start to finish!
The controls are solid, the sub is satisfying to maneuver, the game is fun, and, in particular ... great job on the music! it's very convincing, and it sets a tense mood, that is perfect for a game were you're in constant danger of running out of oxygen ...
The choice of 1-bit pixelated graphics, with old-school 8-bit SFX ... might clash a little with the music, I dunno ... ( I do the same, I'm not gonna complain! :grin: ). Maybe a slight reverb on the SFX might help to blend them with the soundscape, and reinforce the player's ... immersion :-)
I would happily play a longer ( deeper? ) version!
There's no link to the game, only to the source code ( ... which makes me wonder how you got the 3 ratings you have at my time of writing ... )
Great realization, I loved the fact that the executable and the archive were ~small~ tiny ( mine is also custom engine C++, but the archive is 3MB big ! but at least, I have GNU/Linux support :D). I also loved the minimalist graphics, in a retro/atari style.
> PS : There is a mathematical explanation according to levels. I have to find the key - which levels are solvable - which are not. If you have an idea, let me know. It could be a way to create many other levels. Thanks ++
I have a good news, and a bad news :-)
The good news is that solving a level corresponds to an (probably easier) special case a known mathematical problem, called "search for a hamiltonian path in a non-directed graph". In your case, your graph is planar, and there's at most 4 neighbors by node. This greatly restricts the search space.
The bad news is that this problem belongs to the "NP-complete" category, which basically means : solutions are easy to check in polynomial time, but there's no known algorithm to *find* them in polynomial time. Basically, searching for a solution implies to consider all the possible paths, which will get impossibly slow very quickly as the graph size size grows.
Please note that this is not equivalent to "levels are hard to generate", actually I see many ways you could generate them (for example, starting from a straight path of a given random length, and repeatedly "folding" it (e.g an "I shape" becomes a "U shape" ) in a random way).
This would always create solvable levels, but not necessarily interesting ones (especially considering that there would be no guarantee for a unique solution here). To rate the quality of a level, you would have to compute some formula based on the characteristics of the (hopefully unique!) solution : number of turns, locality, etc. As I said above, as your graph follows a grid, it might be possible to find the optimal solution for each level in a reasonable time.
BTW I don't know what linker you're using, but with most of them you can get rid of the console by specifying the "subsystem" , there would then be no need to: ``` ShowWindow(GetConsoleWindow(), SW_HIDE); // hide console" ```
On mingw gcc, the option is called `-mwindows` (vs `-mconsole`).
is kinda short... :wink: (the game, not the tech list :laughing: )
Took me a while to figure out, but definitely worth it. I don't think I've already played a game with these exact mechanics before, this is a nice idea!
( You might want to hear how the web version sounds, in a chromium-based browser :D I would have suggested a workaround to this, but it seems the source code archive is incomplete (e.g I see refs to "screen.h", "game.h" which dont't seem to be included in the archive))
@bentglasstube disclaimer: I'm an audio programmer, and I really like your music. Sure, this is pretty experimental, but hey, experimentation is what game jams are for, isn't it ? :-)
I recognize the audio issue because I had the same with my web builds (C++ + SDL2 + Emscripten), when running inside Chrome (no issues with Firefox). What I'm hearing is output buffer overrun, meaning that the sound callback gets called, but the audio buffer hasn't been completely filled yet. This is highly dependent on the browser, especially, the audio buffer size : the bigger the buffer is, the less likely you are to experience underruns (but the more latency you will have).
To this day, the only workaround I know is to manually increase the audio buffer size when opening the SDL audio device. 4096 bytes should be enough.
If you're interested, I can post a recording done with a mic, so you can hear what some of us are hearing.
Thanks a lot for playing and commenting!
To give some (hopefully reassuring!) context : I work on a GNU/Linux workstation, and the executables in the archives are freshly build. If I rebuild the game executable and immediately upload it to VirusTotal, I actually get 5 detections, although I *know* the file isn't infected. Interestingly, I'm able to get a green analysis (no detections) with some other home-build executables.
My build uses the UPX packer to (slightly) reduce the executable size, which is the trigger for 4 false positives among the 5 ones (if I don't UPX-pack the exe, I only get 1 false positive on VirusTotal). This has been a known issue since 2021 ( https://github.com/upx/upx/issues/437 ), however antivirus vendors seem to have decided that they weren't going to fix this. Moreover, a lot of these virus analysis engines are based on machine learning, which means fuzzy logic, which means : false positives.
To make the matter worse, Microsoft seems to have decided to mark everything that was downloaded with the infamous mark of the web ( https://en.wikipedia.org/wiki/Mark_of_the_Web ), which means that even an executable that would raise no detection in VirusTotal ... couldn't not be easily run, because of Microsoft SmartScreen (the thing that prevents you from running the executable, once it's downloaded and extracted ).
The final nail in the coffin seems to be the browsers, which now try to prevent you from downloading archives containing executable files.
If you managed to play my game, despite all of this, kudos!
This game looks great, can't play it though, because there's no web and no GNU/Linux version :-/
Seeing the screenshots, I was curious about the engine, so I tried to download the source code (why do I need to identify myself to do download the source code?)
I love playing and making these kind of 1st person horror/atmospheric/isolation games, and my biggest gripe this time was UV texturing of the walls. From the screenshots of Containment Breach (and also, Stavros (by @designernap )) I can see that you smartly dodged/avoided the issue - Seems like I need to add SSAO to my engine :laughing:
> the game worked great for me on Arch Linux through Wine (with DXVK).
@theoratkin hooo that's great to hear! I actually have a Wine+DXVK environment ready, I'm going to play this game! Thanks!
Really cool idea! The graphics could definitly use some improvement - actually , you could have used a black screen and made an audio-only game!
Really nice choice of music and graphics ! I was expecting megaman to appear at some point :D
ahaha this was so funny, I laughed so hard! These stupid sheeps falling down the cliff, the running dog, the sfx ... I must admit that I initially believed I was supposed to get rid of all the sheeps - maybe because of the title of the game? :laughing: A minimap showing the location (and the existence!) of the farm would be a nice improvement.
Great work on the sound effects! The overall look is also very consistent ; I wonder how many of us have actually played the original game :smile:
@bereg Thanks for the kind words!
> the ship moves at a constant speed and ignores momentum is kind off,
@wo-ri-gou-le indeed, I had a dilemma here ; having realistic physics (no friction, conservation of momentum, need to explicitely decelerate ) here would have made the ship a little more difficult to control (e.g it would be easy to get lost in space), but also, more fun. But I wanted the game to be about calm exploration, more than pilot skills.
Thus I hesitated, a lot, and finally, I went with the "descent" style of controls. The irony being, some ( @mossgames ) have told me "the uncontrols are a bit unclear" :rofl:
> I wish there was some sort of puzzle or story with each pickup.
@tinykidtoo me too, definitely. I can totally envision the potential for a story here. Some chunks of text providing clues to a story could have done the job , too bad I didn't think of it!
> When gliding from beacon to beacon, it often feels like I’m not moving. having some other points of reference, like smaller debris, might give the feeling of movement.
@pincushion you're totally right here. Finding the sweet spot between a huge empty space and a floating junkyard turned out to be harder than I thought :smile:
Using a custom engine is a great experience. This has some limitations and requires some skills, but there's no limit to the amount of control you can have on the final product. So, it's definitely worth it!
Thanks to all of you for playing!
Nice atmosphere, I enjoyed walking around in the dark in this forest! I got one ending - not sure I understand it, I might be missing some reference here :-)
An easy addition which would greatly benefit the atmosphere: footstep sounds (also, door squeaking and radio noise would be cool. But in a game where 90% of the time is spent walking, footstep sounds are a must). Indeed, some SFX would help "blending" the gameplay experience with the music.