Tri-Angle by FussenKuh

Downloads and Links:
- WebGL: https://fussenkuh.itch.io/tri-angle
- Android: https://play.google.com/store/apps/details?id=com.FussenKuh.TriAngleLD
- Source: http://fussenkuhsoftware.com/webgl/TriAngle/Tri-Angle%20(Ludem%20Dare%2040).zip
Description:
Created in 24 hours, this is my very first entry into the Ludum Dare! It's best played on your Android Device, but, don't be afraid to check out the WebGL build.
50m? 150m? 300m? How far can you fling the Happy Little Triangle (H.L.T.)?
- Hurl your H.L.T through the danger zone!
- Boost to never before seen distances!
- Enjoy new unique layouts every time you play!
Watch out for the Back Bubbles. Hit a B.B. and once you land, you'll be sorry. How far can you fling?
Developer Notes:
Considering the time constraints, I wanted to keep the game's scope small. Ultimately, that leads to some shortcomings. For example, every time you play, you get a new layout to play, but, you're always shooting to beat a single high score. Ideally, I would have had time to implement actual levels to beat.
I also don't know how to get the WebGL effects looking sharper. Nor did I have time to add a spiffy soundtrack.
Needless to say, the actual code leaves a bit to be desired. 24 hours means it's time to throw out my software engineering best practices and just start hacking.
But, overall, I'm happy with what I've accomplished and I'm looking forward to using Tri-Angle as a basis for future games :-)
Tools:
- Unity 2017.1
- Inkscape
- Audacity
Screen Shots:

Ratings
| Overall | 211th | 3.617⭐ | 32🧑⚖️ |
| Fun | 93th | 3.817⭐ | 32🧑⚖️ |
| Innovation | 397th | 3.017⭐ | 32🧑⚖️ |
| Theme | 433th | 3.226⭐ | 33🧑⚖️ |
| Graphics | 423th | 3.083⭐ | 32🧑⚖️ |
| Audio | 320th | 2.966⭐ | 31🧑⚖️ |
| Given | 31🗳️ | 33🗨️ |
After I knew I wasn't going to beat my high score it was an incredibly annoying wait for all the back boosts to fire off so I could restart.
Great job! Check out mine if you can :) - https://ldjam.com/events/ludum-dare/40/dont-get-hangry
@snipera - Glad you enjoyed it! I was wondering if anyone would note that I didn't actually make an equilateral triangle. Truth be told, I'm not really sure why I didn't. I'd love to actually get an online leaderboard going to make it easier for folks to compete with friends.
@tomas-selmeci - Ha! That's awesome :) Thanks for playing! For a while, it was really easy to fling yourself backward. Now, it's certainly still possible, but, you have to work a little harder for it.
Two minor points of criticism are that you can't really see where you are going when you are falling(you could change the vertical position relative to the triangle based on the velocity), and that there is no way to restart when you had a bad start, and know the attempt isn't any good.
In the end I got a highscore of 326m. I thoroughly enjoyed playing this game, great job!
@navot - Thanks for the kind words and the feedback! You're not the first with the camera criticism. I'll definitely have to revise that once the voting is complete. And, I contemplated a 'fast forward' or 'restart' once the player felt like the round was lost. But, ultimately, time didn't allow for it. Finally, dang good job on the 326m! I've been testing all weekend and my max 327.21. You practically bested that in just a few attempts ;)
I really enjoyed some of the quality-of-life things like the distance numbers projected in the level, the counter for keeping track of BBs, etc.
I also ended up playing a lot longer than I thought I would. Got a 'good' score (I think) of 211 the first time I played, then saw all the comments here about 260, 238, 326(seriously???) and had to try again. I topped out at 250.58, and got 3 more around 240-250 before giving up. Addictive!
My only complaint is the camera doesn't show you what's coming and you can't plan your boosts accordingly. I hope you take this forward and improve it.
@raziyya - Thanks for the feedback! The camera definitely seems to be a sore point for a lot of folks. Once the compo rating period passes, I'll definitely be updating and adding to the game. I'll have to seriously look into tweaking the camera.
@rialgar - 219 is pretty good! Thanks for checking out the game and the feedback!
@srabatata - Anything above 290 puts you in a very elite scoring club! Well done! Thanks for checking out my game :)
@antoine-vion - Thanks! Glad you enjoyed it :)
@oxrock - Yeah, there are definitely levels that spawn with some crazy amounts of back arrows. As I didn't have additional time to tweak my procedural spawning, for now, I'm considering them 'difficult' levels ;)
@jain-nykanen - Simple and enjoyable were exactly what I was hoping for! Glad you enjoyed the game!
@rolle - "stuck playing it" is music to my ears :) Thanks for checking it out and for the feedback!
A note about throwing engineering principles out the window for jams, oh you should embrace this from minute zero :). I personally singletonize almost everything just to crank out code just a tad faster.
@peachtreeoath - Thanks for taking the time to provide such awesome feedback! Being my first game jam of any kind, this was a great study in 'crunch time.' It's amusing (and scary) to see just how many hacks you'll employ just to make sure your product is done on time!
@rprint - Thanks for play! Adding a restart mechanism is certainly on my TODO list once the review process wraps up.
I've actually been refining and adding new features to the game since the compo ended. There have been some major changes (for example, levels). None of the changes will see the light of day until the LD review period is over. But, be sure to check Itch.io in a few weeks for the update. Or, better yet, if you have an Android device, install the game there and watch for the update on Google Play!