The Octate Worlds by Jogy34

[raw]
made by Jogy34 for LD30 (COMPO)
There are 8 worlds surrounding a black hole that need to be connected together and with the black hole in order to seal it up. To connect the worlds you have to complete a different task in each world. Each world has a theme. Instructions are given at the start of each world.

The web applet will most likely take quite a while to load. The sounds don't work (it's only background music though). You will also have to change your Java permissions to run it. It will not attempt to do anything to your computer or anything like that it just hasn't gone through the certification process.

I used my own game engine/framework which can be found here: https://bitbucket.org/Jogy34/xerngameengine/src.

Ratings

Coolness 52% 3
Overall 2.80 940
Audio 2.70 568
Fun 2.62 918
Graphics 2.43 965
Innovation 2.93 729
Mood 3.04 515
Theme 3.22 581

Feedback

ViliX
25. Aug 2014 · 02:39 UTC
1. I love the DW quote :D
2. You should add more screenshots as this is a bit confusing.
3. Nice work :)
BillToWin
27. Aug 2014 · 14:38 UTC
There's a lot of content in this submission which is really impressive. I like the idea itself and I'm a very big fan of mini-games. And so, the unstable difficulty of the worlds (I got stuck on the purple world) is understandable but a more stable difficulty would been nice (or at least a way to quit of a world and come back to it).
DvanderAart
27. Aug 2014 · 14:46 UTC
One of the first that actually does something with the theme I have seen. And I like the sound. another thing most don't have.
H1S2
27. Aug 2014 · 15:10 UTC
Awesome Mood. The part where you have to collect 10 rings is by far the hardest.
You did a really good job!
MarekkPie
28. Aug 2014 · 23:55 UTC
Amazing you were able to get all those games out in time! Some of them, however, are almost entirely luck based (the rings and the wind), while others seemed almost impossible (the zombies).
whilefun
29. Aug 2014 · 00:14 UTC
I found the controls to be super twitchy, but managed to beat the first couple levels. Some of the blocks were placed in such a way that I could not see where I was landing, as I had to jump over the top of the screen. The music was charming, and I enjoyed the silhouette backdrops. Nice job.
dancingmad
29. Aug 2014 · 22:47 UTC
I can't see the link between different gameplays, which is a bit confusing. In the world you're supposed to be flying, there is no fly sensation (scrolling the background would have been nice), and the speed of the character makes it so that only luck can make you win.
Scipio Xaos
30. Aug 2014 · 03:02 UTC
I liked it.. but yea.. The World of Dreams was ridiculously tough.. As others have said you had to be lucky. Also, I couldn't be the game as it crashed twice. The first time on loading the World of Mystery, and the second time on loading the World of Speed. I don't know why as it completely froze my computer when it did so I had to hard boot.. twice. But yea.. It was still interesting.
Ted Brown
30. Aug 2014 · 03:25 UTC
I love the concept! But making eight separate mini-games, in 48 hours, is rather difficult... as I guess you know now. :) The world of fire, for example, was essentially a crap shoot: I just sat at the bottom and waited for success, since I couldn't move fast enough to effect any real change. But, I want to repeat that the concept is solid, and the quotes a welcome addition.
Empyrealhell
30. Aug 2014 · 03:46 UTC
The first world seems to be nothing but luck. The wind moves so fast, and is so plentiful, that it's actually impossible for me to dodge. I just left it on the bottom until the RNG eventually gave it enough time that it made it through.

The world of dreams had the same problem. Often times when one ring would spawn at the very top, the next would come all the way at the bottom. It was actually impossible to get to it. If it didn't have to be 10 in a row, it wouldn't have been as bad, but that was pretty aggravating.

I finally gave up on the world of loneliness. The rate that the suns spawned at was significantly faster than I could move. By the time my character sped up enough that it became potentially possible, the fact that the shadow was the same color as the background made it impossible to be accurate in any way.

You got a lot of different mechanics in there, but if you're going to do PCG, you need to make sure that it generates in ways that can actually be beat. If you don't, you might as well just have a button that picks a random number until you win.
mrexcessive
30. Aug 2014 · 17:22 UTC
Indeed cannot run web version on Chrome/W8.1 with standard security settings. Apologies don't want to change those. Happy to retry if you think you fix it - tweet me or contact via website.
ShadowStryker
06. Sep 2014 · 20:54 UTC
Wasn't a huge fan of the audio, but it wasn't bad either. All in all there was a lot included in this game, and I like what you did with the connecting of the worlds. Good job.
Cake&Code
16. Sep 2014 · 00:40 UTC
Really impressive entry! Agree with the others who say it's a good take on the theme, very fun :)