Mnmlst Mnk by G
TL;DR: draw trails by clicking the mouse, use the trails to bounce away the black pixels whilst trying to collect the gold ones.
So here's my entry. After a bit of googling around minimalism I found this blog post http://zenhabits.net/on-minimalism/ and liked this line 'By eliminating the unnecessary, we make room for the essential...'.
I made a game where the goal is to reject the unnecessary thoughts and only allow the good ones in. I was originally going to sprite up the good and bad thoughts, for example use TVs and fast food for the 'bad' stuff but I liked the way the game looked just using simple shapes and it felt more in keeping with the theme.
I think I used about a quarter or a third of the time, and I didn't use it very effectively. There was some other stuff going on this weekend too which ate up a lot of my focus.
In terms of code quality I like the way things are laid out but there's a lot of duplication, especially around the entities. I started to use mix-ins for some functions I wanted to share because I really didn't want to use inheritance, if I was going to refactor then I'd probably pull out more.
Another code smell is that there are 'magic numbers' everywhere, again, if I was going to refactor then I'd pull those into variables.
Pushing the drawing code into it's own module early on was definitely the right choice. It made it much faster to add the gameover and start states.
I've tested the game on Chrome and Firefox and got some basic touch support for ipad / iphone. For the best experience use chrome.
I wanted to experiment with using TDD but there was never a point where it felt like a good idea to break off and write tests for a new feature, mainly because I was making stuff up on the fly instead of sitting down and planning it out. Maybe next time.
So here's my entry. After a bit of googling around minimalism I found this blog post http://zenhabits.net/on-minimalism/ and liked this line 'By eliminating the unnecessary, we make room for the essential...'.
I made a game where the goal is to reject the unnecessary thoughts and only allow the good ones in. I was originally going to sprite up the good and bad thoughts, for example use TVs and fast food for the 'bad' stuff but I liked the way the game looked just using simple shapes and it felt more in keeping with the theme.
I think I used about a quarter or a third of the time, and I didn't use it very effectively. There was some other stuff going on this weekend too which ate up a lot of my focus.
In terms of code quality I like the way things are laid out but there's a lot of duplication, especially around the entities. I started to use mix-ins for some functions I wanted to share because I really didn't want to use inheritance, if I was going to refactor then I'd probably pull out more.
Another code smell is that there are 'magic numbers' everywhere, again, if I was going to refactor then I'd pull those into variables.
Pushing the drawing code into it's own module early on was definitely the right choice. It made it much faster to add the gameover and start states.
I've tested the game on Chrome and Firefox and got some basic touch support for ipad / iphone. For the best experience use chrome.
I wanted to experiment with using TDD but there was never a point where it felt like a good idea to break off and write tests for a new feature, mainly because I was making stuff up on the fly instead of sitting down and planning it out. Maybe next time.
| Web | http://gtrogers.github.io/ludum_dare_26/ |
| Source | https://github.com/gtrogers/ludum_dare_26/tree/gh-pages |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8639 |
Ratings
| Coolness | 10% | 1979 |
| Overall | 2.93 | 812 |
| Fun | 2.85 | 667 |
| Graphics | 2.42 | 1017 |
| Innovation | 2.73 | 855 |
| Mood | 2.42 | 990 |
| Theme | 3.46 | 632 |
It genuinely felt really... Can I describe something as zen?
I used an iPad and it seemed to work out great. Really well done.