Between the lines by martijn
This my entry for this competition.
The goal is to collect all colors (red/blue/yellow) in each level by touching them.
This game has 32 Levels and 42 "collectables". Can you find theme all?
The graphics were made by taking pictures of paper and changing their color in gimp. It also includes a custom lightning/shadow engine (Not that hard for a 2d game, but looks pretty nice).
Controls are displayed in-game, but in case you missed them:
left/right: move left and right
up or X: jump
spacebar or Z: fall through patflorm
R: restart level
Also you can press f4 to switch between windowed and fullscreen mode.
(Also there are potatoes, or so I heard)
A (audioless) playthrough can be found here:
http://www.twitch.tv/martijn_ludum/c/2215380
The real game does have sound
The goal is to collect all colors (red/blue/yellow) in each level by touching them.
This game has 32 Levels and 42 "collectables". Can you find theme all?
The graphics were made by taking pictures of paper and changing their color in gimp. It also includes a custom lightning/shadow engine (Not that hard for a 2d game, but looks pretty nice).
Controls are displayed in-game, but in case you missed them:
left/right: move left and right
up or X: jump
spacebar or Z: fall through patflorm
R: restart level
Also you can press f4 to switch between windowed and fullscreen mode.
(Also there are potatoes, or so I heard)
A (audioless) playthrough can be found here:
http://www.twitch.tv/martijn_ludum/c/2215380
The real game does have sound
Ratings
| Coolness | 100% | 1 |
| Overall | 3.73 | 124 |
| Audio | 3.33 | 186 |
| Fun | 3.55 | 140 |
| Graphics | 3.94 | 94 |
| Humor | 2.72 | 264 |
| Innovation | 3.75 | 131 |
| Mood | 3.39 | 190 |
| Theme | 4.16 | 69 |
If I'm honest, though, it didn't quite reach the potential it could have had as far as "fun" goes because of the controls and puzzle design. I was glad to see that new mechanics were introduced throughout, so the ideas were expanded upon and stayed interesting, but so many of the puzzles relied on precision jumping or tedious climbing by hopping from platform to platform, which was made frustrating because the controls are very loose and it's extremely easy to overshoot/undershoot your platform or to adjust yourself only to be sent flying off.
Still, great idea. Polish it up, tighten the controls, rework the puzzles, and I think it could make actual money. Pretty awesome for a <48-hour prototype!
Thank you for your feedback. Seeing as there was still time left I updated the game (changed a total of 4 lines of code) and now you can move more precisely. Turns out I made a mistake where the player accelerated from 0 to top speed in a single frame instead of gradually.
NEW VERSION UPLOADED
changes:
smoother movement so you can do precision jumps more easily
(same download link)
Well executed though, even if I wasn't a huge fan of the "falling through things" mechanic.
Still, this is one of the few games that had me wanting to persevere to the very end, and the sense of achievement when beating the game was great, even if I only had 4 potatoes =[
Level design was wonderful except the jumping/climbing bits.
They're less of a puzzle and more of a chore.
I agree the levels got tiring quickly but overall a very solid concept.
It's sad you put "Linux is better" in the windows level and yet aren't shipping the game for Linux too (I ran it fine with wine).
+1 point to humor for that line by the way :)
controls should be more polished
great that it has "skip level" feature, some levels looked so impossible to finish :)
The platforming controls need a bit of tweaking, they make the game much more difficult.
This is pretty fun! Basic controls and implementation, and pretty satisfying gameplay.
The game started really bugging out on the levels with the green-bouncy stuff. It seems like when you hit that stuff with your head, the game doesn't handle it very well.
Also, the "warps" were pretty annoying when they kept just going back immediately. It would have been better to have to leave the "warp landing" and then go back in to get teleported back.
Jumping was a bit tedious at times with the "switchbacks". I would have preferred the game without those levels.
Overall good job!
The game polishing is really nice too
I do quite like this concept though. It also looks nice, and this is certainly the most modern music that I've heard so far this LD. Is that a plus? I don't know, but it's a piece of information!
I admit, I used the skip level button 3 or 4 times and only got nine potatoes, but I think I can say I beat it.
All the green blocks were really annoying, and the fact you had to hold up while phasing through walls at certain puzzles wasn't immediately clear, but other than that, great work. You have real skill for level design, and a lot of it.
Some levels are a little tricky, but it's still fun!
And I like the music, good job!:D
I think it would be nice if there was a list of levels somewhere, so that we could see how far we had gotten - right now you can either skip a level, or press escape to completely quit the game.
Thanks for the cool game!
PS: in a few levels, the skip button started jumping everywhere like crazy as I moved. I think it is nice that the button moves out of the way, but you might want to look into that! :-)
Cheers,