The Crushed Sky by CMLSC
Controls
The controls are explained in the game, but apparently people still have a hard time with this...

Some Notes
This game isn't exactly a short game in most cases. If you're looking for a quick game to rate, then I wouldn't suggest playing my game.
The theme is heavily incorporated into the story. You won't really understand it until maybe half way through(It doesn't take effect until the 9th level, but you might pick up on it before then) So try to play it all the way through(or at least to the 9th level). :smile:
Enjoy!
Screenshots/Gifs


(SPOILERS) Final Boss Screenshot
Too Easy?
If the game is too easy, you can make it harder(the main version is just the hard version with less enemies in most cases). If you're looking for a challenge, you might want to try this.
Look for the "hardmaps" folder in the Data/Maps/ folder. Inside the hard folder, there are different variants of the levels. Just replace the contents of the Data/Maps/ folder with the contents of the "hardmaps" folder.
| Python Source | https://cmlsc.itch.io/the-crushed-sky |
| Windows | https://cmlsc.itch.io/the-crushed-sky |
| Other (web) | https://twitter.com/DaFluffyPotato |
| Other (web) | |
| Original URL | https://ldjam.com/events/ludum-dare/40/the-crushed-sky |
Ratings
| Overall | 153th | 3.706⭐ | 36🧑⚖️ |
| Fun | 179th | 3.603⭐ | 36🧑⚖️ |
| Innovation | 415th | 2.985⭐ | 35🧑⚖️ |
| Theme | 611th | 2.688⭐ | 34🧑⚖️ |
| Graphics | 28th | 4.257⭐ | 37🧑⚖️ |
| Audio | 263th | 3.147⭐ | 36🧑⚖️ |
| Humor | 289th | 2.867⭐ | 32🧑⚖️ |
| Mood | 51th | 3.788⭐ | 35🧑⚖️ |
| Given | 20🗳️ | 17🗨️ |
```
jason@jason-HP-Pavilion:~/Downloads/CrushedSky$ python "The Crushed Sky.pyw"
Traceback (most recent call last):
File "The Crushed Sky.pyw", line 3, in <module>
import pygame, sys, random, time, os, entities, vfx
ImportError: No module named pygame
jason@jason-HP-Pavilion:~/Downloads/CrushedSky$ sudo pip install pygame
[sudo] password for jason:
The directory '/home/jason/.cache/pip/http' or its parent directory is not owned by the current user and the cache has been disabled. Please check the permissions and owner of that directory. If executing pip with sudo, you may want sudo's -H flag.
The directory '/home/jason/.cache/pip' or its parent directory is not owned by the current user and caching wheels has been disabled. check the permissions and owner of that directory. If executing pip with sudo, you may want sudo's -H flag.
Collecting pygame
Downloading pygame-1.9.3-cp27-cp27mu-manylinux1_x86_64.whl (9.4MB)
100% |████████████████████████████████| 9.4MB 141kB/s
Installing collected packages: pygame
Successfully installed pygame-1.9.3
jason@jason-HP-Pavilion:~/Downloads/CrushedSky$ python "The Crushed Sky.pyw"
Traceback (most recent call last):
File "The Crushed Sky.pyw", line 385, in <module>
collision_tiles_main = collision_tiles.copy()
AttributeError: 'list' object has no attribute 'copy'
jason@jason-HP-Pavilion:~/Downloads/CrushedSky$
```
The game is written in Python 3.4, not 2.7.
(I'm assuming you're on Linux) Try using Wine with the compiled version.
I got it running under python3 (after installing pip3 and doing a pip install pygame).
Gameplay is interesting. Little crystal reminds me of Link's over talkative sidekicks.
Would have been nice to be able to play with a controller.
Sadly i never got to the end so i wont be rating theme.
Looks really nice, and music is ambient. Also, it's hard enough but not too much!
P.S. Only one thing I don't like. It's Navi from LoZ. And the fact that button to skip the dialog is ALSO jump. Really easy to accidentally miss important stuff
My main criticism is that the important instructions are in the dialog and you might miss it if you press the wrong button. Also the dialog is scrolling and takes too long and people tend to skip it.
- Larger text, or autosizing the dialogue panel to fit its contents, so its not so bare
- Probably should use separate keys for closing dialogue panels and floating
- Pressing "C" doesn't seem to do anything for me
- I really like how the death respawn is startling but also instantaneous
- Tag the itch upload as being for windows so i can download it in the itch app :)
[(SPOILERS) This is technically Crystal](https://pastebin.com/t2p8PP4L)
I'm not too sure how to port to mac and I don't own one or have one available to me so I can't test it.
I usually like challenging games, but in this one, the challenge feels a bit unfair, especially on the boss level. In general I think you have the right amount of things the player has to keep track of. The droppers fire at a fixed interval that is predictable, and lasers have wind up frames. There are some aspects that make these elements a bit frustrating though.
First of all, the droppers will keep following you after they've seen you once, so that often an important jump is made unnecessarily hard because the dropper is still in its position but off screen so you can't predict the shot anymore.
Then there is the most problematic aspect to my mind. Would it take anything from the game if you got a full charge on landing? Keeping an eye on the charge meter while dodging the challenging enemy patterns is just too much to handle.
Finally, I couldn't find out much to do with the charge, except that one time where it's the only way to get a crystal. Usually I used up most of my energy getting up in the air that in most cases there was not enough left to do the charge, so I skipped that mechanic altogether.
On the upside, graphics and atmosphere are top notch. The fact that you even managed to put a boss fight in is awesome!
The music was a bit gloomy but that game itself really made up for it.
Also dodging all the enemies at the beginning (level 3 or 4) is really hard. You can't keep an eye to your resource and trying to dodge at the same time.
It's also very hard to estimate the jumping height using the resource. Simplifying the resource to a number of available actions (jump, dash) would be an improvement to this game!
But on the plus side the graphics & story are awesome and I'm stunned how fast you finished the game!
Although I'm not too sure it's possible to port Pygame(the graphics library I use) to mobile.
- It's pointed out in-game that tapping X is more effective than holding it, but it's left to the player to manage this, which ended up being a bit frustrating to control. I think it would have been better if instead, you treated it like a multi-jump system and had each individual X press do a single boost instead of being a press+hold control.
- If you're going to have text which animates in, it's best to have the "next" button first cause it all to appear, and then have the second press actually make it progress. I ended up skipping some dialog when trying to read faster out of habit.
Since I love Python I'm looking forward to digging into the source code for this! :D
Mechanically I had some issues: it would be nice if tapping x during dialogue would display all the text first(how most games display text) instead of just skipping to the next dialogue. I believe I missed some important things because of that.
I think it would be better if the boost bar recharged instantly when you hit the ground. having to wait for it to recharge slowed down the game quite a bit.
The camera was a bit awkward, it's hard to tell where platforms are sometimes and I fell of the map a couple times because of that. I do appreciate the good level design that helps prevent this though; like having trees poke up from the bottom of the screen so you know you can land there, so +1 for that.
And, like the others mentioned, it is very hard right off the bat. I know I have this problem myself where I don't put enough easy levels in at the beginning to scale up to the harder ones (noticeable in the third level of my entry, and in the fourth level of yours). So just something to keep in mind for future level design.
However, this is a very solid entry; I'm very impressed by what you've done in only two days. I think you have a good chance of making top 100 overall easily, and possibly a medal in graphics.
I beat the game. I guess I missed the theme, I didn't find what you were talking about.
I also died several times in the first few levels because I ran off a ledge right as "navi" started talking, which prevented me from jumping. I also might have missed some critical dialogue because of it.
As others have said, the controls felt challenging, but not exactly master-able.
Well polished and interesting.
Some very interesting mechanics there.
I found it a particularly nice touch that the boxes can stop the line of the beams. It is a small thing that makes it quite interesting. The vertical bullets would get me more often, as there is usually less protection against them.
The floating mechanic works well, but you really need to tap, releasing the key very quickly. Is there a delay before it starts taking extra charge away from holding down? If not, there should be a small one, Unfortunately, the slowish vertical movement adds a bit to the frustration of the game - there is a small window of time during which you know you failed, but it isn't over yet, which I believe is at the core of many frustrations in gaming and many other things. This is since gravity is low and so is floating, you can't react quickly on the y axis. I can suggest a drop mechanic - press a button to fall quickly to the ground - like a vertical dash. Would still be situational as it can kill you in pits, and would add a last minute reaction to the player. Could even have other functions, such as smashing things. Imagine a blue crystal inside a rock that must be smashed to collect.
It seems not to save the progress, which is a shame specially considering that it is describable only by a level variable.
I don't need to repeat the praise which has already gone into the mood and graphics, which are quite effective.