FoonLudum Dare ExplorerUsers → thynnmas

thynnmas

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201534Two Button Controls / GrowingBreezecompo8732.682.682.551.802.912.532.7844
201430Connected WorldsWormingsjam3973.2024
201223Tiny WorldBattle For Tiny Space - Routing Editioncompo7272.482.423.122.482.212.091.892.3575

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

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Mood vs Overall

Comments by thynnmas

LD23 — Tiny World

Battle For Tiny Space - Routing Edition by thynnmas 2012-04-23T17:41:00

A tutorial would have been useful, yes, but then again there just wasn't time. I'll try to clarify the goal for anyone coming to try:
The large circles spawn small ones. Your job is to select the small circles and right click where you want them to go (hold shift to que up commands and build a roiute around things). You want them to go the the large circle that corresponds to them in color and shape.
The middle spawning points will only spawn circles for the outer ones, whereas the outer ones will spawn for each other as well as the middle ones.

The faster you guilde them to their target, the more points that circle will gain you upon arrival. Dropped circles gain you nothing.

*I'll get some more people to test; in my build both route-modes work. Thanks for playing...

Battle For Tiny Space - Routing Edition by thynnmas 2012-04-23T19:00:00

Turns out it you experienced the result of one bug where gravity was framerate dependant, and another mixup of milli/micro-seconds. It ran great here, since I'd tweaked it to run great, but as soon as I tested it on a second computer things went bad. This is a definite gamebreaking bug, and a fix is now uploaded. My tweaked values were obviously a bit off now (by a coulpe orders of magnitude), so I've tried to get the gravity back to as close I could to what it was on my test machine in the last build.

Battle For Tiny Space - Routing Edition by thynnmas 2012-04-25T01:07:00

The netbook-problem is most likely caused by me not remebering they exist and assuming HD-resolution support. Now fixed with a low-res version included.

The selection- and routing bug confuses me, as I haven't been able to reproduce it. It could be that my explanation above was (still) too vague, and that you are attempting to click the units, while it is required to drag over them (to "box" them). That was actually intentional, as getting use to boxing right away should be very beneficial to the players skill at the game ;)

Battle For Tiny Space - Routing Edition by thynnmas 2012-04-28T03:54:00

@namoul: shift-left-click-drag to add is actually there; this was intended to be an RTS at one point, after all.

The reason for the bad colour and (lack of) shape differences is simply that eveything is palceholder "art", and 5 minutes before deadline everything was still green and gray. I simply ran out of the time that was left after running out of time.
While frustrating, it's not really "game breaking" though, so I can't fix it now.

Super Strict Farmer by Benjamin 2012-04-30T03:17:00

Fun. Would be great as a multiplayer game on the go, since it's turn based.

tinyConquest by Galaxy613 2012-04-27T20:13:00

Thoroughly enjoyable.

Burning Platform by recursive frog 2012-04-30T02:59:00

Longer lived (or wider, so they'd be easier to hit the friends with) edges would make it a lot deeper (in trying to group them, or get them in one direction), allowing for less frantic gameplay and a bit of tactic. Otherwise, quite enjoyable.

The Lair by Lilleman 2012-05-05T13:53:00

As others have mentioned, the controls don't feel quite fluid enough, and the gravity is a bit low. Otherwise fun.

LD34 — Two Button Controls / Growing

Breeze by thynnmas 2015-12-14T05:06:00

If you get a "VCRUNTIM140.dll is missing"-error, grab the VC++ redistributables from https://www.microsoft.com/en-us/download/details.aspx?id=48145

Problem with building with VS2015; people don't have the redist yet, unlike the older versions.

Breeze by thynnmas 2015-12-15T18:38:00

VCRUNTIM140 (aka the VC00 redistributables) no longer required. Everything should now be statically linked, so just open and play (if you have GL4.5 support).

Breeze by thynnmas 2015-12-16T10:14:00

@qwetro: The game is raymarched, so performance issues is (sadly) expected even if the inner kernel is fairly optimized. I'll see if I can get a lower resolution & 30fps version up as well so it can be played by more people, but this was as much an experiment in "can I make a raymarched game and get that running on people machines" as anything else :)

Breeze by thynnmas 2016-01-03T16:24:00

In response to StaNov:

There is, sadly, only the tutorial. Making levels in distance fields was more work than I anticipated, so I ran out of time.

Wall-running plays the footsteps faster (that's the sound cue), and makes you "floatier", but I agree it needs a better indicator.

Teleport _should_ take you near the indicator; the indicator just increases color the closer to the actual target, so you'll generally be pointing above or next to the indicator as you normally don't want to teleport into the wall or floor. But it _is_ buggy, so you probably experienced that.

As for the theme I intended to add gamepad controls where the movement is joystick based, and the rest is "2 buttons" but ran out of time. For Mouse/KB, I guess one could argue for 2 (Mouse) button controls, but it's weak, since WASD are also buttons...

Terror Plant from outer Space by Tetha 2016-01-02T16:07:00

Turns out, if you surround the town in leafs no more army spawns. However, I couldn't figure out a way to replace leaf with soldiers or drills, so this left the game unwinnable. Being able to "rebuild" or destroy tiles for extra cost would be useful.

Otherwise a nice concept and fun game.

FLOW by Romixal 2015-12-21T15:19:00

Excellent mood, but branches where the sound felt like it came from the center (played with headphones in stereo setup) got me stuck and were a bit frustrating.

Epic ooze escape by speciesUnknown 2015-12-21T15:01:00

Very enjoyable, although it took me a far too long to realize > was the stairway.