Super Mondria Brothers by dansludumdare
Linux users, I don't know how to compile for you. You need SFML 2.0 RC (every module except network) to compile the 5 sources. You might need to add an #include with the other includes and some std::'s because Xcode was too generous with me.
I like attempting to make games that explain themselves. I didn't concentrate on that aspect this time, so you should know: restart the game if you can't get anywhere. That being said, if you're up for it, I encourage you to try the game without reading further.
This game does need an explanation though. Whoever has already played it might have noticed that the levels are procedurally generated. Now that's probably cool but old news at this point, so I want to point out why this particular procedural generation is cool and new: it is goal-based. In the game there are two types of obstacles: platformless vertical shafts and water. There are two powerups, a yellow thing that's like a jetpack, and a blue thing that's like a... thing that makes water not do anything. It's by no means perfect, but you should be able to find a jetpack to explore the parts of the world above the platformless vertical shafts, and you should be able to find a blue thing before you have to cross any water. And ideally, you'd find one, which allows you to find the other, which allows you to find your Mondria brother.
I know you're used to looking at a game as a game and give feedback accordingly. But I want you to know that although this is a game, to me it was a time to jump into this goal-based procedural thing. So I guess I'm suggesting I'd like feedback more like "lava would be an easy obstacle to add because it would work like this..." rather than "you should've made it look like..."
Anyway, I hope you have a fun time with the game, and feel free to ask for anything related to source.
I like attempting to make games that explain themselves. I didn't concentrate on that aspect this time, so you should know: restart the game if you can't get anywhere. That being said, if you're up for it, I encourage you to try the game without reading further.
This game does need an explanation though. Whoever has already played it might have noticed that the levels are procedurally generated. Now that's probably cool but old news at this point, so I want to point out why this particular procedural generation is cool and new: it is goal-based. In the game there are two types of obstacles: platformless vertical shafts and water. There are two powerups, a yellow thing that's like a jetpack, and a blue thing that's like a... thing that makes water not do anything. It's by no means perfect, but you should be able to find a jetpack to explore the parts of the world above the platformless vertical shafts, and you should be able to find a blue thing before you have to cross any water. And ideally, you'd find one, which allows you to find the other, which allows you to find your Mondria brother.
I know you're used to looking at a game as a game and give feedback accordingly. But I want you to know that although this is a game, to me it was a time to jump into this goal-based procedural thing. So I guess I'm suggesting I'd like feedback more like "lava would be an easy obstacle to add because it would work like this..." rather than "you should've made it look like..."
Anyway, I hope you have a fun time with the game, and feel free to ask for anything related to source.
| Source | https://www.dropbox.com/sh/i3nvltvzlww1lkd/AABBwwr9CC2P7dwNvAPJCBooa?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10841 |
Ratings
| Coolness | 45% | 1411 |
| Overall | 2.77 | 975 |
| Audio | 2.96 | 407 |
| Fun | 2.77 | 747 |
| Graphics | 2.48 | 983 |
| Humor | 1.75 | 916 |
| Innovation | 2.97 | 679 |
| Mood | 2.65 | 788 |
| Theme | 3.80 | 308 |
I can't think of anything terribly original you could add, just obvious things like tunnels filled with soft rock walls you could only dig through after acquiring a pickaxe (or a square that represents one); learning to climb vertical walls before upgrading to the jetpack; riding various one-directional liquid flows to get to new discrete cavern areas. That sort of thing.