Untitled by dansludumdare
A and D to move, spacebar to jump.
Mac users: if it crashes and you are using Lion, or it works and you're not using Lion, please say.
Windows 8 users: I don't think SFML supports you yet. Sorry!
If you want a code::blocks or Microsoft Visual Studio 2010 Express project to go with the source, I can provide. But it is very easy to create those things just by following the corresponding SFML 2.0 tutorial, adding all the sources, and putting the stuff from the distributable in the working directory. The Xcode project is a little harder to construct. Again, ask if you want it.
Mac users: if it crashes and you are using Lion, or it works and you're not using Lion, please say.
Windows 8 users: I don't think SFML supports you yet. Sorry!
If you want a code::blocks or Microsoft Visual Studio 2010 Express project to go with the source, I can provide. But it is very easy to create those things just by following the corresponding SFML 2.0 tutorial, adding all the sources, and putting the stuff from the distributable in the working directory. The Xcode project is a little harder to construct. Again, ask if you want it.
| Source | https://dansonlinepresence.wordpress.com/2013/01/11/untitled/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10841 |
Ratings
| Coolness | 76% | 2 |
| Overall | 2.53 | 609 |
| Audio | 2.89 | 218 |
| Fun | 1.95 | 702 |
| Graphics | 2.87 | 389 |
| Humor | 1.96 | 565 |
| Innovation | 2.68 | 442 |
| Mood | 3.55 | 59 |
| Theme | 2.55 | 616 |
At risk of ruining the "what" that I find so delightful in LD entries, I'll explain a bit because I don't want anyone to be frustrated.
You're an alien and you have to crash land for whatever reason. You can pick up powerups and put them in your ship, because what else would you do in a video game? But the planet you landed on needs those powerups too, right where they were, and it starts to respond and break when you take them (hence the shaky camera). If you take too many, the planet dies, and you along with it (bad ending). If you leave them, your buddy eventually picks you up (good ending).
If mindlessly taking powerups is just what you do as a gamer, You Are The Villain.
I also wanted to make a pretty game, so those inclined would stop and smell the roses, thereby achieving the good ending. I don't know how much I succeeded there though.
Although it's very confusing and first time playing I didn't see the powerups at all.
Aside from that, I really liked the mood created by the graphics and audio (which was kind of a weird and scary), although the gameplay left more to be desired.
After a first run and subsequent big ? over my head I read your little explanation, tried it again and then finally realised I have to actually bring back those little white sparkles (which are apparently power ups) back to my ship! Took me 3 tries because apparently my friend is in a bleeding hurry.
Strangely nice and atmospheric. Shows how much simple effects and ambient sounds cam enhance the experience. Really cool.
I especially love the concept of power ups not just being there for you but being used / shared with the environment, I can't think of another game that actually uses that mechanic. How much harder would Metroid be (the whole scene is very reminiscent of the landing site of Super Metroid) if everything you picked up was actually vital to the level you're in? The ideas! They are a-flowin'!
Bravo, sir.
I would have added something to communicate to the player that SOMETHING was happening. As it was it was bit too subtle for my tastes.
The "powerups" you made are extremely tiny -- and they make a loud noise when you are nearby. So only after reading some comments and playing three times did I finally understand that I was picking them up! And only one at a time. I thought at first the whole planet was making static sounds, because that's how the game started.
Also, getting the "good" ending means you played for a few minutes with that static sound in your ears. It seemed a bit wrong if the idea was to "smell the roses".
Besides these points, the look and feel was very special. I love how the atmosphere changes with your actions. I love the colors and the exploration (which reminded me of Knytt). The idea is really solid and fits the theme!!
I imagine an improved version with the "good" ending much more pleasant to play -- but with some strong hints that "something is potentially going wrong".
Really good work, hope to see more of this kind of thing!