Foon → Ludum Dare Explorer → Users → CaptainCabbage
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Torn Between Worlds | compo | 995 | 2.73 | 2.65 | 2.62 | 3.30 | 2.55 | 2.91 | 2.50 | 47 |
Cute and fun! I was kind of sad that it ended so soon. Until I reached the "The End" screen. Then I was happy again. Good game.
Donutttt, thank you for the comment. The music was done in minutes while the Code to generate the waveforms took nearly 30% of my dev time. I will be attaching the CC0 Public Domain License to the Code should you want to use the sound engine. Jimmy, wish I knew what version you are using. Will contact you later. Miwuc, the world changes were meant to freeze time in the other world. So you would have to plan your switches in order to not trap yourself against certain death. I am definitely considering your approach as I am remaking this for Android and iOS and would rather it be fun for all, my just to meet my vision. I will rate your games shortly and send you these messages privately. Thank you.
JNyknn, I spent a bit of time tweaking the fireball cycles. The goal was to have different rates of fire for each launcher but I just simply didn't have the time to rework it. I settled on the current setting to maintain difficulty. I am reworking the mechanics for the Android port, but working in strictly C++, it is taking a while.
Nooner Bear, thank you!
Oogaboogacaveman, I apologize for the difficulty. I would have liked to have a better set of instructions in-game, but just didn't have the time to finish the models for the entire alphabet. The cannons do not cycle while in the other world. I am considering showing both worlds on screen at once (in a non-distracting manner) as another player suggested. If I had time for more levels, I could have eased the player into the difficulty in a much more entertaining way. Thank you for your feedback!
Jprogman, as far as I can tell, the movement is the only glitch in the game. Not the best thing to ave glitches, I'll admit. This ability to even win wasn't implemented until the last 15 minutes of the compo, so I never had the chance to fix the collision system (where the movement problems come from).
4xisblack, you have explained my ultimate reason for entering the compo. I really wanted to go back to the roots of gaming and create completely from scratch. The audio was a huge pain from buffer underruns from the game Not generating sound fast enough for the output (dynamically at 44100 times per second) to mixing issues where sounds didn't blend well for the ears. Glad you made it through, though.
Thank you everyone for your input! As soon as I can get my laptop running again, I will play test your entries!
Pierrec, there is only one level. I had run out of time in the compo.
Retr0spectrum, I meant to compile with the static library so that wouldn't happen. My apologies. Try running 'sudo apt-get install libglew' or use libglew-dev if that doesn't work.
Isaac, I was pondering having both fireballs that continue to process in one world while they would freeze while away in the other.
Retr0, I will have to look into th s further. Thank you!
Thank you everyone for your kind words and critiques. The Android version is coming along nicely. Given more time and your thoughts has really helped me to make this concept into something rather imaginative and entertaining.