A dark dream by 0x64
Tools:
VS2010 express c# for windows phone
Nokia Lumia 800
Inkscape
Ableton Live
I will port the game for windows ASAP, should be just a matter of recompiling it for desktop XNA.
This is my first entry in Ludum Dare.
Used time was Saturday ~10 hours and sunday ~4 hours.
Sadly I had to travel sunday and missed alot of useful time.
This demo is therefor only 4 levels but I hope you can get the idea.
Controls
2 arrow buttons to move left and right.
Touch to send a burst of particle to reveal the level topology and to illuminate all the lights in the level at the same time to complete the level
The lights will slowly fade out.
link to xna framework: http://www.microsoft.com/download/en/details.aspx?id=20914
VS2010 express c# for windows phone
Nokia Lumia 800
Inkscape
Ableton Live
I will port the game for windows ASAP, should be just a matter of recompiling it for desktop XNA.
This is my first entry in Ludum Dare.
Used time was Saturday ~10 hours and sunday ~4 hours.
Sadly I had to travel sunday and missed alot of useful time.
This demo is therefor only 4 levels but I hope you can get the idea.
Controls
2 arrow buttons to move left and right.
Touch to send a burst of particle to reveal the level topology and to illuminate all the lights in the level at the same time to complete the level
The lights will slowly fade out.
link to xna framework: http://www.microsoft.com/download/en/details.aspx?id=20914
| Windows (Compo) | http://ircing.org/~kimo/ludum22/adarkdreamx86.zip |
| Windows (extralevels) | http://ircing.org/~kimo/ludum22/adarkdreamextralevels.zip |
| XNA 4.0 runtime (required) | http://www.microsoft.com/download/en/details.aspx?id=20914 |
| Source (Windows phone) | http://ircing.org/~kimo/ludum22/Ludum22.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8151 |
Ratings
| Coolness | 88% | 2 |
| Overall | 2.48 | 444 |
| Audio | 2.41 | 284 |
| Community | 1.80 | 604 |
| Fun | 1.76 | 579 |
| Graphics | 2.09 | 521 |
| Humor | 1.21 | 607 |
| Innovation | 3.00 | 154 |
| Mood | 3.07 | 129 |
| Theme | 3.35 | 129 |
It wasn't at all funny either, and short.
Also: XNA. Gross.
Was thinking about some sort of thunderstorm lightning the map periodically, at least in early level, the confusion would be smaller.
So saying, I don't think you should reduce the confusion, or make it easier, I don't even think you should have explained in the introduction how to progress (luckily I didn't read them closely enough to realise that you did). I think the confusion really adds to the mood.
I really liked the absoluteness of the darkness combined with the minimality of light you could produce and the sense of hopelessness that produced. I think that was an excellent mechanic and I found the game quite fun overall.
I also found the ending quite humorous/ironic, well maybe not ironic I can't quite think of the word I'm trying to say. It was certainly a nice use of reflexivity that made me laugh.
Perhaps I'm just sadistic though?
I didn't design for fun, that's for sure, I took the opportunity to try just some mechanics. Having one half-day instead of 2 limit a lot of what you can do.
The game is now published in windows phone marketplace for free (obviously) for those who want to try it on their windows phone :o
Cool visuals though :)
I do like the light mechanic though. I think keyboard controls would be a nice touch.
The game, at least the LD entry, doesn't really do anything interesting with the mechanics, in my opinion. If the player had to navigate complex terrain (maybe with some platforming?) by lighting it up, that could go a long way towards creating a more interesting experience.
I'm quite partial to the linking of narrative with game mechanics (did that in my own entry, actually), so thumbs up for that. There was actually once time when for a split instant I started to actually visualize the outline of the level, a la echolocation, so that was really cool, but it was only a split second. So, the idea was there, I think.
Stargoat, yup, it would be cool to have moving platforms, have some collectable particles that would stick and larger map.
The sound and script were good.
I think with the limitation of only being able to move left and right, there isn't really enough depth to the puzzle solving/exploration potential of the mechanic. It would be neat to see the light scattering mechanic expanded more.
It's a little weird to have all the little light seeds disappear, especially mid flight, when you fling more, instead of fading on their own. Though making the player able to just fling more ad infinitum wouldn't really work out because they'd be able to just saturate the entire level.