Unconventional Stick Swinging Simulator by japtar
Ever wanted to swing a stick unconventionally? Now you can!
Experience the true art of swinging your really-long stick. Work hard to make it longer!
Controls:
WASD or Arrow Keys to move
Space to jump
Move mouse to look around
Psst! I also made a Compo game:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20557
== Change Log ==
v2: Reduced the likeliness of this game crashing by reducing it's buggy-ness. Basically changed the rigidbodies to be connected via spring joints instead of fixed joints.
Experience the true art of swinging your really-long stick. Work hard to make it longer!
Controls:
WASD or Arrow Keys to move
Space to jump
Move mouse to look around
Psst! I also made a Compo game:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20557
== Change Log ==
v2: Reduced the likeliness of this game crashing by reducing it's buggy-ness. Basically changed the rigidbodies to be connected via spring joints instead of fixed joints.
| Itch.io (Windows, Mac, Linux) | http://omiyagames.itch.io/unconventional-stick-swinging-simulator |
| GameJolt (Windows, Mac, Linux) | http://gamejolt.com/games/other/unconventional-stick-swinging-simulator/61705/ |
| Source | https://bitbucket.org/OmiyaGames/unconventional-stick-swinging-simulator/src |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=53111 |
Ratings
| Coolness | 0% | 2469 |
| Overall(Jam) | 2.63 | 957 |
| Fun(Jam) | 2.78 | 696 |
| Humor(Jam) | 3.48 | 207 |
| Innovation(Jam) | 2.81 | 678 |
| Mood(Jam) | 2.65 | 795 |
| Theme(Jam) | 2.88 | 815 |
My bad, I set the wrong file as the HTML5 zip. It should be fixed, now.
And unfixed: the WASD controls aren't working for some reason. Took out the web build for the time being.
Like Super Driller Ultra? (Yes, japtar and I are the same person)
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20557
OK, just making sure. I appreciate the feedback, especially for the fact that you've played the game despite the not-very interesting screenshots. I know it's not everyone's cup of tea, so it's OK to not like the game. I'm not selling it, nor do I plan to in the future, so I doubt my contribution will impact the general gaming market.
In regards to the reason I made this:
Well, after the day I got my Compo project done, I still had 12 hours left to organize the Tech Valley Game Space's real-world Ludum Dare meeting (several teams were in for the Jam). Being bored, I looked back to my brainstorming notes, and chose a joke of a game, complete with a poorly hidden innuendo. I simply made this game as a fun challenge -- one where I was fully aware I wouldn't have the time to polish as well as Compo -- and so stuck with the idea that looked and played as intended even if it was broken.
I'm pretty proud with what I came up with. Sure, it's fundamentally a stupid fetch-quest game (my pet peeve), and the physics is absolutely broken, but I like it that way. I'm a huge fan of Katamari Damacy and absurdist humor in general, so this fits well with my general game design style of controllable chaos. As they say, you need to be good at something before you make a good bad game, and given the positive comments here, I think I achieved just that.
Uh...sure...it's intentional...I guess...
(It was unintentional, but I did know about it and was too lazy to fix it. It makes the fetch quest a lot easier, though, so it's a good bug in my book.)
It was kinda cool to use your PeopleBall to fly.
@Dejvo Simulators are the future. Deal with it!
:P
But idea is fun. If ropes will be attached and models will be less laggy then it will good game (and move stick to right)