Zeldish by spike.house.games
ZELDISH
The game takes place on the Overworld map from The Legend of Zelda. You are trying to collect the seven orbs. The only enemies are skeletons and a red witch.
You don't get any items, but you can switch tiles around using magic. The red witch can also change tiles. Really, anything that happens that seems like a bug or a glitch is, in fact, the red witch's evil magic.
I wanted to make a game where players experience a familiar space in a new way.
Thank you for playing,
Spike.House.Games
spike.house.games < a t > gmail < d o t > com
CONTROLS:
The game can be controlled with the keyboard or joystick.
* Arrow Keys & Joystick: Moves character.
* X & Joystick Button 1: Swap held tile with the tile in front of you.
* Z & Joystick Button 2: Swaps the tile in front of you with the tile behind you.
ABOUT THE GAME:
This is my first jam entry. Zeldish is written using Python/Pygame. Graphics were edited with GIMP. A million thanks goes out to the makers of open source game art, without whom my untalented self would be stuck making Tetris clones. Also special thanks to Al Sweigart, who managed to pull the map data off of The Legend of Zelda.
## Other Peoples' Work ##################
DATA:
This game uses the map layout data from Al Sweigart’s Zelda Walking Tour map, which you can find out about at .
**Though the map data was used, none of Sweigart's source code was used.**
ART CREDITS:
The game uses open source art work from a variety of sources. All the artwork used in the game is located in the Artwork folder. Any modified artwork is licensed CC BY-SA 3.0:
* The Liberated Pixel Cup assets set for the girl sprites, and the map tiles.
Anthors: Lanea Zimmerman (AKA Sharm), Stephen Challener (AKA Redshrike), Charles Sanchez (AKA CharlesGabriel), Manuel Riecke (AKA MrBeast), & Daniel Armstrong (AKA HughSpectrum)
This art is attributed CC BY-SA 3.0
* Some of the mountain tiles contain art based on
Credit goes to Daniel Cook's 2d Circle Graphic Archive, Jetrel's mockups resized 32x32, Bertram's improvements, Zabin's modification and additions, Saphy (TMW) tall grass and please provide a link back to OGA and this submission. This art is CC BY 3.0.
* The skeleton from
Author: Johannes Sjölund, j.sjolund@gmail.com
This art is attributed CC BY-SA 3.0
* The heart from
By cougarmanification and is CC0
* The orb from
By Mumu and is CC0
The game takes place on the Overworld map from The Legend of Zelda. You are trying to collect the seven orbs. The only enemies are skeletons and a red witch.
You don't get any items, but you can switch tiles around using magic. The red witch can also change tiles. Really, anything that happens that seems like a bug or a glitch is, in fact, the red witch's evil magic.
I wanted to make a game where players experience a familiar space in a new way.
Thank you for playing,
Spike.House.Games
spike.house.games < a t > gmail < d o t > com
CONTROLS:
The game can be controlled with the keyboard or joystick.
* Arrow Keys & Joystick: Moves character.
* X & Joystick Button 1: Swap held tile with the tile in front of you.
* Z & Joystick Button 2: Swaps the tile in front of you with the tile behind you.
ABOUT THE GAME:
This is my first jam entry. Zeldish is written using Python/Pygame. Graphics were edited with GIMP. A million thanks goes out to the makers of open source game art, without whom my untalented self would be stuck making Tetris clones. Also special thanks to Al Sweigart, who managed to pull the map data off of The Legend of Zelda.
## Other Peoples' Work ##################
DATA:
This game uses the map layout data from Al Sweigart’s Zelda Walking Tour map, which you can find out about at
**Though the map data was used, none of Sweigart's source code was used.**
ART CREDITS:
The game uses open source art work from a variety of sources. All the artwork used in the game is located in the Artwork folder. Any modified artwork is licensed CC BY-SA 3.0:
* The Liberated Pixel Cup assets set for the girl sprites, and the map tiles.
Anthors: Lanea Zimmerman (AKA Sharm), Stephen Challener (AKA Redshrike), Charles Sanchez (AKA CharlesGabriel), Manuel Riecke (AKA MrBeast), & Daniel Armstrong (AKA HughSpectrum)
This art is attributed CC BY-SA 3.0
* Some of the mountain tiles contain art based on
Credit goes to Daniel Cook's 2d Circle Graphic Archive, Jetrel's mockups resized 32x32, Bertram's improvements, Zabin's modification and additions, Saphy (TMW) tall grass and please provide a link back to OGA and this submission. This art is CC BY 3.0.
* The skeleton from
Author: Johannes Sjölund, j.sjolund@gmail.com
This art is attributed CC BY-SA 3.0
* The heart from
By cougarmanification and is CC0
* The orb from
By Mumu and is CC0
Ratings
| Coolness | 84% | 2 |
| Overall(Jam) | 2.91 | 766 |
| Fun(Jam) | 2.57 | 845 |
| Humor(Jam) | 2.32 | 776 |
| Innovation(Jam) | 3.57 | 219 |
| Mood(Jam) | 2.44 | 884 |
| Theme(Jam) | 3.32 | 544 |
Interesting idea of swapping the tiles though!
But I found that the easiest strategy (at least for me) was to just make a mad dash for the orbs. :P
@eXpl0it3r: Even though there are a ton of skeletons, they aren't so bad because you have a pretty good stretch of invincibility after you get hit, and they don't cause knock back.
@pkenney: They do get there pretty quick; one thing I wanted to do is have a skeleton jump out the door on the first screen before anyone tried to go through the door and get the wood sword.
@MegaMasterX: I'll try to hunt down that bug. Was it a problem regarding the collision with the player, or were the skeletons having trouble with the environment? I can think of ways that either thing could go wrong in the code. One funny thing is that the skeletons don't z-order properly, but you never really notice because they are always running aroud all crazy.
- sfx & music would be nice
- Loved the idea about a new adventure in a classic world.
I managed to beat the game!
zarandy@zarandy-Aspire-V3-531G:~/Downloads/Zeldish [Linux Dist. 1.0]/dist$ ./zeldish
Traceback (most recent call last):
File "/usr/local/lib/python2.7/dist-packages/cx_Freeze-4.3.3-py2.7-linux-i686.egg/cx_Freeze/initscripts/Console.py", line 27, in <module>
File "zeldish.py", line 96, in <module>
pygame.error: File is not a Windows BMP file
But if you mean, the mechanic isn't fun, then less nostalgia isn't going to help it. I need to either fix the mechanic, or double-down on nostalgia. Maybe the main character saves Error. They have beautiful kids, but can't find them in the woods. Everyone talks constantly about how dangerous going alone is.
@SuperPokeunicorn: I knew there was a reason I missed the old Zelda screen transitions.
The swap the item in front/behind you button didn't seem to work super consistently when moving sideways, maybe? I enjoyed spamming the "swap terrain" button to get away from skeletons, though. It was a cool mechanic. Nice work!