YOGO PATH by cesisco
"You only get one Path" is a game with Procedural level generation.
You take control of 2 little aliens at the same time, together they will try to get to ...nowhere.
Web version better on Google Chrome
"All paths are the same: they lead nowhere. However, a path without a heart is never enjoyable"
Carlos Castaneda
You take control of 2 little aliens at the same time, together they will try to get to ...nowhere.
Web version better on Google Chrome
"All paths are the same: they lead nowhere. However, a path without a heart is never enjoyable"
Carlos Castaneda
| Windows | http://www.cesisco.com/game/LD28/YOGOpath.zip |
| Web(post compo-general update) Best on Chrome | http://www.cesisco.com/game/yogopath/index.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15361 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.83 | 43 |
| Audio | 3.76 | 27 |
| Fun | 3.65 | 68 |
| Graphics | 3.69 | 163 |
| Humor | 2.96 | 234 |
| Innovation | 3.60 | 112 |
| Mood | 3.50 | 105 |
| Theme | 2.61 | 640 |
The art style is quite nice as well.
The only complain is that it's not that close to the theme.
@Ako the good thing in random levels is that you have time to focus in other things, instead of level design, but is a great idea to remake this with hand crafted levels!tks
Cool aliens deaths and loved the art style.
Cool theme tune and sfx too!
And if you made the music from scratch, you are very good, doctor.
@feiss The music sounds complicated, but actually this was recorded in one take(live recording),this is not sequenced, the trick is in putting several layers of differrent intruments, playing the same thing.
But overall it feels nice.
It. Gets. Hard!
It gets quite difficult very quickly (even stage 2 was a mess for me). One of the best entries in the Compo.
I am not sure how much the theme is actually fitting tho.
Cheers, Marcus
You have a clever mechanic here that could improve a lot with adittional gameplay mechanics, for example, rush levels, doomday levels. The game feels great when trying to play without stop running, that feel of flow is awesome. So, you can take advantage of it forcing the player to not stop running.
I think there's a bug where the megajump is repeated in mid air. Don't fix it, it is a feature, maybe you can make a power where pressing jump makes that double jump, and with that you can add vertical expploration, doble lane levels etc.
Another iproving could be that, when dying, don't generate again another layout, maybe you can put a menu with options replay level, or regenerate it. Regards.
On the making itself, it's very neat very polished !
Nice graphics, sweet music and nice audio.
It stroke me as strange though to have a die and retry where you don't get to memorize the path since it's being regenerated every time ^^
I guess that's part of the innovation of this game, but also something that can be pretty frustrating.
Keeping your two characters at a correct distance from one another is pretty strange as well, and contrasts quite a lot with the theme of this LD (you only get one path, yes, but you have to deal with two characters though ^^)
Overall a sweet game, and congratulations on making it to the compo !
That's my personal next challenge, to finally make it in 48 hours ^^
If you have time, rate my game too! I would really appreciate it! :)
Really cool concept. It's indeed pretty amazing to see how much you could do in 48h, and that includes what most people don't have time to do: polishing!
My only reproach would be that sometimes, it's hard to do the jumps between the mines because the distance between the two guys is getting larger and larger (in an unexpected way)...
Also, is the double jump effect something you thought about when implementing the gameplay?
Good job!
My last LD48 try was frustrating..i tried to improve every single sprite, and i ended up with a very unfinished game in other areas, so i didn't submit it.
As a music producer i always said "the first take is always the best take", so i just did that way, i took the first sprite i draw, the first background, the first music and i never looked back.Just my tip to finish the 48 hours compo :)
This time i took a different approach, i
You can control the distance between them by using the walls and holes in the path, but i think it's not easy to see that strategic element for a new player,Maybe i can emphasize that in the fist/tutorial level.
No i didn't thought about the double jump in the beginning, was only luck i guess.)
Also, I loved the music. Speaking of which, is there any way I can get that music?
The sfx are good, do what they're supposed to do and fit the mood.
The game itself is very addicting. There are a lot of platform games that use this kind of mechanic where you have two control two or more characters at the same time, but I have never seen such a clever use of this idea.
i made a new link to the "post-compo update", just to fix some animations and audio glitches, and a better learning curve when progressing through the stages.
http://www.cesisco.com/audio/YogoPath.mp3
I think you could also allow user to control the second character with WASD instead to control both of them with Arrow keys.
SImple yet addictive gameplay, and I loved the random generated levels.
Sometimes it seemed like they duders wouldn't jump if they recently landed which lead it to feeling a little unresponsive.
The mechanic is very interesting and looks like it could be explored further. Perhaps some pre-made levels to explore specific situations would be interesting.
The only thing that was amiss was the use of the theme.
These are the steps for the procedural creation of the levels in my game(summary):
-Make the terrain with a simple "snake" path.
-The snake may go up, down and forward, but has more chances of going forward.
-Avoid that the snake goes too high or to low in the scree(to enable all the jumps).
-Use an Auto-tile function to tile the path with the correct tile of the tileset.
-Run a loop to create the mines.
-Create them in places according to the tile mumber of the path.
-If the tile mumber is 10(terrain with grass on top), you can place mines there.
-Do not create in the other tile numbers, because they are corners or they are too close to walls.
-Check if there is a minimum distance between the mines(if not, destroy them), to able that a player can land in that gap(this is improved in the Post-compo update).
-Create the "snail mines" the same way, but toggle their movement direction when overlaps a tile different than "tile 10".
-Create more enemies as progress you through the levels.
http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/
Otherwise a well made entry :)
i've done the same control concept at my last LD "feather and son"
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7279
but this one is very nice !
design really looks like the app "Type Rider"
http://www.youtube.com/watch?v=4wHpn7lv-NQ#t=10
You did well sir :) French review here : http://youtu.be/kiqfOmpvTdU