(R,G,B) by KilledByAPixel
== CONTROLS ==
Use WASD or the D-pad or an Xbox 360 controller or SNES gamepad
Right/Left - Roll clockwise/counter-clockwise. Note: this is not always the same as moving left or right
Up/Space/Trigger - Bounce
Use your spin to control how you bounce, especially off walls. You will bounce a bit higher on subsequent bounces. Don't go nuts with bouncing or rolling like crazy, it's better to make more carefully controlled bounces and movement.
== IF SOUND EFFECTS ARE TOO LOUD ==
Bring up the console with ~ and type "volumeScale .7", this will reduce sound effects to a lower level.
== IF IT RUNS TOO SLOW ON YOUR COMPUTER ==
Bring up the console with ~ and type "lightEnable 0", it won't look nearly as awesome but should at least be playable! There is also a low detail setting in the autoexec.cfg file in the same folder as the exe. You can open that up and uncomment the lines under "low graphics settings".
== MORE INFO ==
My goal was to experiment with pure color values and explore the flat 2D space while keeping the game itself very simple. The concept is based on linearizing a metroidvania style game and removing all the upgrades and powerups. I am using a technique where the final light mask is rendered fully rather then modulated in like it normally would be. There is also a vision pass which prevents you from seeing through walls. This was all done using my open source game engine "Frank Engine".
The gameplay is physics based, the only buttons are left, right and jump. It also supports keyboard or gamepad. There are no upgrades, weapons, secrets, powerups or any other things to collect. Though there is a potato at the end.
Some of the little touches that took up a ton of time were the rain effects which includes simulated 2D water droplets with lightning, thunder, and splash effects. I made the doors open in a cool new way to help show off how the light is passing through them.
I created the music from scratch during the comp using Figure by Propellerhead on my iPad.
I put up a link to an unofficial post-comp version where I've already fixed some bugs and refined the gameplay a bit. I will continue to make changes based on feedback in this thread.
Use WASD or the D-pad or an Xbox 360 controller or SNES gamepad
Right/Left - Roll clockwise/counter-clockwise. Note: this is not always the same as moving left or right
Up/Space/Trigger - Bounce
Use your spin to control how you bounce, especially off walls. You will bounce a bit higher on subsequent bounces. Don't go nuts with bouncing or rolling like crazy, it's better to make more carefully controlled bounces and movement.
== IF SOUND EFFECTS ARE TOO LOUD ==
Bring up the console with ~ and type "volumeScale .7", this will reduce sound effects to a lower level.
== IF IT RUNS TOO SLOW ON YOUR COMPUTER ==
Bring up the console with ~ and type "lightEnable 0", it won't look nearly as awesome but should at least be playable! There is also a low detail setting in the autoexec.cfg file in the same folder as the exe. You can open that up and uncomment the lines under "low graphics settings".
== MORE INFO ==
My goal was to experiment with pure color values and explore the flat 2D space while keeping the game itself very simple. The concept is based on linearizing a metroidvania style game and removing all the upgrades and powerups. I am using a technique where the final light mask is rendered fully rather then modulated in like it normally would be. There is also a vision pass which prevents you from seeing through walls. This was all done using my open source game engine "Frank Engine".
The gameplay is physics based, the only buttons are left, right and jump. It also supports keyboard or gamepad. There are no upgrades, weapons, secrets, powerups or any other things to collect. Though there is a potato at the end.
Some of the little touches that took up a ton of time were the rain effects which includes simulated 2D water droplets with lightning, thunder, and splash effects. I made the doors open in a cool new way to help show off how the light is passing through them.
I created the music from scratch during the comp using Figure by Propellerhead on my iPad.
I put up a link to an unofficial post-comp version where I've already fixed some bugs and refined the gameplay a bit. I will continue to make changes based on feedback in this thread.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.95 | 42 |
| Audio | 3.46 | 138 |
| Fun | 3.64 | 94 |
| Graphics | 4.43 | 10 |
| Humor | 1.93 | 791 |
| Innovation | 3.61 | 200 |
| Mood | 3.97 | 31 |
| Theme | 3.67 | 416 |
For the art, I just don't like the fact that there's on one hand some very minimalistic aesthetic with geometrical shapes and on the other some limbo-like environments, they're both good-lookin' but don't combine well.
That's an insanely good job :D
The only criticism I have is the rolling sound, which gets annoying (maybe a bit higher pitch would be better).
ataxkt: The zoom time is 4 seconds and you can start moving in after about half that. I feel your frustration though with the controls. In the enhanced version I increased the initial zoom time but decreased subsequent times to 3 seconds and controls are better.
pereubu: I thought the style was pretty consistent. I had it using only geometric shapes at first but I wanted to explore the look more. I get your point though.
vico87: I agree with you here, I tweaked the roll sound a bit post compo to reduce volume and frequency.
Nambew: The controls were a little too loose in the 48 hour entry. I originally had them too tight and over-loosened them. It controls better with an xbox 360 controller. The updated version has tighter keyboard controls.
*Spoilers* At the end I actually for more than 10 minutes tried to push that potato up the hill to see if there was perhaps an easter egg, because it reminded me of that Greek Sisyphus myth where he had to push the boulder up a mountain, but at the top it rolled down again, but it was quite hard so after a while I just gave up.
@eBunny - Thanks! I found the controls to be pretty decent once you figure out how to how the spin works, so I'm glad you figured them out. That is a a funny story about the potato, I want to add more to the game so maybe I will include something like that.
@bernhard - Thanks, my engine is starting to get really nice. I've been working on it for years now. I'm glad you figured out how to mess around with the editor, I am continuing to make progress in making it more user friendly. There is also a debug console on ~ with a ton of commands.
I also enjoyed the gameplay, it was a little hard to do those jumps in some occasions. Also the screen went all white when I switch to window mode but went back to normal after I switch back to fullscreen.
Neat game, however the controls and sound were atrocious. The concept was cool, I just couldn't really get into it, sorry :(
Also, I've seen you on Tigsource! Did you make this with the Frank engine?
@ddionisio - That's weird, I've never heard about that issue with the screen going white before but I'm glad it worked in fullscreen mode at least.
@SuperDisk - Sorry to hear you had such a negative experience. I know the controls could use some tweaks but I played through many times without even dying so they must be at least functional. I think maybe what you mean is that you couldn't figure out how to use the controls properly which is a totally valid complaint I need to work on. I adjusted the roll loop sound, but what sound was the most atrocious? Yeah, it's all Frank engine.
I was kind of hoping the prize-at-the-end was being able to fully see that behind-the-game image (since the game teases us with it at a few spots) but perhaps that's an idea for the retail-version ;)
Dont want to change anything, this is perfect balance between just fun and art going together, from the very start of the intro you know it is gonna rock, as other players have said, it distilates Limbo style but with the part we all missing: beautiful colors, that storm outside and the lights under the tunnel,wow... let me know that you have the vision to choose where and how to use them, i'm glad to be part of the experience and to see the sources, and this is written in C++! :) good engine you have created...hat off
However, I did not have much fun. But that's because this is just not my type of game :) Still, this a very good work! Congratulations!
Takes the theme and just destroys it.
The visuals are amazing, the mechanics are amazing, everything is amazing.
It reminds me Nifflas' nightsky, but cooler!
I need more levels and puzzles! :)
@KEFIR - For anyoone having slow performance try pressing ~ and type lightEnable 0, it won't look nearly as awesome but it should still be playable!
@naufr4g0 - I have not played nightsky but I'm a fan of Nifflas. I will need to play it now for research!
@Jorjon - You need to update DirectX! The version I'm building with is already a few years old so most people are updated by now.
Overall, you did a very nice job, I hope you place high!