BASHLAND - Breakout Mario Mashup by McFunkypants
BASHLAND - Breakout Mario Mashup
Use the keyboard to move left or right as you bounce chaotically around a hand-painted art universe.
Programmed in HTML5 using Ludus, my platformer starter kit, which itself uses jawsjs (canvas) and howlerjs (sound), Bashland is a mixture of breakout/arkanoid brick-bashing with Mario/Sonic style platformer mechanics.
The layout is responsive (resolution-independent) so feel free to [F11] fullscreen your browser if you want the full experience.
The painted art is inspired by Piet Mondrian's use of squares of colour interspersed with lines, and was created using Corel Paint's simulated oil paint system. I also relied upon my trusty old gamedev toolbox which contains Notepad++, Filezilla FTP, Photoshop and Sony Acid Pro 6 for music.
I had so much fun making this game that I'm seriously considering polishing it over the next few weeks and releasing it on various app stores with tons more levels.
#POTATO challenge: success!
#1GAM April entry: Done!
I love Ludum Dare.
Use the keyboard to move left or right as you bounce chaotically around a hand-painted art universe.
Programmed in HTML5 using Ludus, my platformer starter kit, which itself uses jawsjs (canvas) and howlerjs (sound), Bashland is a mixture of breakout/arkanoid brick-bashing with Mario/Sonic style platformer mechanics.
The layout is responsive (resolution-independent) so feel free to [F11] fullscreen your browser if you want the full experience.
The painted art is inspired by Piet Mondrian's use of squares of colour interspersed with lines, and was created using Corel Paint's simulated oil paint system. I also relied upon my trusty old gamedev toolbox which contains Notepad++, Filezilla FTP, Photoshop and Sony Acid Pro 6 for music.
I had so much fun making this game that I'm seriously considering polishing it over the next few weeks and releasing it on various app stores with tons more levels.
#POTATO challenge: success!
#1GAM April entry: Done!
I love Ludum Dare.
Ratings
| Coolness | 51% | 3 |
| Overall | 3.67 | 152 |
| Audio | 3.29 | 210 |
| Fun | 3.51 | 156 |
| Graphics | 3.86 | 121 |
| Humor | 2.40 | 444 |
| Innovation | 3.63 | 185 |
| Mood | 3.31 | 234 |
| Theme | 3.58 | 505 |
A lot of times, though, this game felt like a "hold the right key to win." I dunno if that's the fault of the game mechanic, or the level design.
It would be interesting to see expanded a bit, perhaps with powerups or enemies (although I guess that would break the minimalism somewhat).
The mechanic is novel, and there's certainly scope to add more depth, but maybe it is a bit too easy currently. A way to rack up insane combos, gaining momentum and getting into a state of flow would be sweet.
Interesting emergent mechanic (maybe you intended this): while 1-ups didn't seem to matter much but if you try to go through the level destroying EVERYTHIGN you quickly find that dying means the end.
Very very nice. 48 hours? You are a hero.
The gameplay was quite fun, however the levels become unwinnable if certain blocks are broken, especially when it is right underneath where you start the level.
Good job!
The graphics are a lot of fun, and the sounds give it that extra oomph to top it off. Great job!
Cons: Got a bit repetetive
- too many particles
- no challenge at all
P.S. Piet Mondrian would never use the color green, muahahaha.
The level design made me laugh on several occasions. The colors totally fit together... in all, very pretty.
But, there wasn't much emergent fun to the gameplay (though, I definitely did go back and try to bash as much as I could... and ended up stranding myself. There's emergence through environment manipulation!) I think some additional elements from breakout and mario could have really enhanced the spice of the leve progression.
For example: A powerup that gives multiple balls (amplifying my destructive power but ultimately forcing me to choose which one to save.) Variation from the terrain would be interesting (super bouncy blocks... low bounce blocks...) There's really no difficulty progression in the game itself, though the meta-game (bashing blocks) provides no end of self imposed difficulty. It's a good game I think you've found a good place where you are and you may find that the additional weight of would direct in-game variety would ultimately distract from the meta-game.
Well done. I enjoyed this. Also, I greatly appreciate your support of the community. I almost certainly wouldn't be here if it wasn't for your encouragement. Rock on.
I wouldn't expand it much, maybe just adjust how the player hits objects, with a little bounce here you could create levels that go up or down instead of just sideways.
Good job!
Almost qualifies for a one-button game, since most part of the game can be passed by just holding the forward button. Very minimalistic! ;)
The music/sound/graphics creates a great mood, so you've got a 5 there.
The game gets harder each time you die though, since most likely you missed a jump and destroyed either the take off or landing location when you died. Makes me want to restart the game rather then keep trying.
The art choise is pretty nice, and i loved how you boxed the tiles. And i only now realize on the screenshots that you tried to make actual shapes of it (i did realize the house though xD)
Good stuff!
I rage quitted at level 3 because I died twice and after the third playthrough there was no way to reach the second platform. This should be improved.
Level design deserves a bit more love. I think it should be tad harder or more challenging, otherwise it just feels like I'm on a relaxed-mode kind of experience.
Loved it :D
I didn't like the background much... maybe something with a similar feel to the foreground would be better. As it stands, I think the background stands out a bit too much.
Also, it seems to be possible to lock yourself out from winning the game, if you destroy certain ledges and die. I got on a situation where I would die automatically whenever I respawned, because I had nothing to bounce on.
A game over screen, or a button/option to reset the level would have been welcome here.
Liked the combos when the ball/player got stuck inside stuff. :D