Cute Army Conquest by MestreRothLD 2018-12-05T02:40:30Z
I'm blown away on the polish and art on this one. Nice work!
Foon → Ludum Dare Explorer → Users → DubThink
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Omnibar | jam | 696 | 3.21 | 2.78 | 3.06 | 2.80 | 3.60 | 3.10 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | The Bystander Effect | jam | 1088 | 2.69 | 2.47 | 3.02 | 3.00 | 2.86 | 2.80 | 3.13 |
I'm blown away on the polish and art on this one. Nice work!
Great game! I wish there was sound, but overall a fun time. I love the falling animation at the beginning. Also, I think I found the true ending:
2018-12-04_21-51-26.png
When I played this game the first time, I thought "you know what, this would work with a TAS speedrun." So I did just that during class. I present the penguin% tool-assisted speedrun in 33.03 seconds.
tas2.gif
@trifectuh It's mostly accomplished using techniques from the demoscene - exe compressors, careful control of what is and isn't being linked, a synthesizer (v2 specifically) written mostly in assembly. Probably half of the code I wrote was glsl- all of the world visuals and almost all of the animation is done on the gpu. I used signed distance fields (SDFs) and a raymarching renderer for rendering, which have a very small code footprint. ([how they work](http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/), [a bunch of really good examples](http://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm)). I also have the source up on github if you want to take a look. Let me know if you have more questions!
@eriku Super glad to hear that you thought it was doom-like! I definitely was taking inspiration from doom in my gameplay design. And yeah, windows defender isn't a big fan of any really tiny compressed .exes.