Swirling Infestation by Coda Highland

[raw]
made by Coda Highland for LD 42 (JAM)

Swirling Infestation

Ludum Dare 42

Theme: Running Out of Space

Team: Adam Higerd

Swirling Infestation

Fight back against the curse that is spiraling into the town! It is a dark magic, contagious, spreading to other victims with no more than a touch.

You are the town's only hope, a sorceress with the power to drive off the curse.

You have three powers available to you: * Pulse: A forceful burst that can push the curse out of its victims, leaving the physical world untouched. (Costs 1 wheel) * Radar: Reach out to find the souls of the afflicted. (Drains energy when active) * Teleport: An emergency escape. You have no control over the destination, but the curse can't follow you. (Costs 2 wheels)

Be cautious! You are strong enough to resist the curse, but you are not immune to it. While you are cursed, you still have access to all of your powers, but the strain of fighting its influence will quickly drain your vitality. Pulse will expel the curse from your body as easily as from the townspeople, and Teleport will leave the curse behind.

Once cast out of the body, the curse loses its virulence, but its frustrated power becomes an impassible maelstrom. Be wary of where you purge the curse, as the maelstrom will slowly grow, blocking you off and leaving you running out of space.

Downloads

Or play on the web:

Controls

  • Move: Arrow Keys
  • Pulse: Space
  • Radar: Z
  • Teleport: X
  • Respawn after dying: Space
  • Pause: Escape

screenshot

Credits

Programming: Adam Higerd

Some library functions: Austin Allman

Sound effects and design: Adam Higerd

Visual effects and animations: Adam Higerd

Character sprites: Aeon Warriors Field & Battle Sprites by JosephSeraph

Tilesets derived from: Lots of free 2d tiles and sprites by Hyptosis

Background music: Various pieces from Soundimage.org by Eric Matyas

License

Copyright (c) 2018 Adam Higerd

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Ratings

Overall 1156th 2.75⭐ 28🧑‍⚖️
Fun 1168th 2.52⭐ 27🧑‍⚖️
Innovation 996th 2.76⭐ 27🧑‍⚖️
Theme 1160th 2.52⭐ 27🧑‍⚖️
Humor 885th 1.848⭐ 25🧑‍⚖️
Mood 936th 2.66⭐ 27🧑‍⚖️
Given 28🗳️ 21🗨️

Feedback

PopDaddyGames
14. Aug 2018 · 03:11 UTC
Good luck on the rating during this jam session! :)
Jamie Reed
14. Aug 2018 · 03:42 UTC
Edit: Win64 launch issue resolved.

When I try to run Win64 version. Changing the data folder to exactly match what it's looking for makes the program run. But then it froze later in the game, so that might not be the right solution. Ping me if it gets fixed and I'll play again and rate.

I got to a score of about 210 before it froze. Am I evil if I realized that you can drag the infected people to the healthy people to get more infected to get more points on a pulse?
🎤 Coda Highland
14. Aug 2018 · 04:57 UTC
Huh. That's strange. I thought I fixed the Win64 build after I got earlier reports of it. I'll try again in the morning, or maybe I'll just take down the 64-bit version since I don't think it's going to make a big difference.
ReiMari
14. Aug 2018 · 05:20 UTC
@coda-highland The reason the 64 bit version doesn't work is because the name of the executable needs to match the name of the data folder. Renaming the data folder in the 64 bit version to "SwirlingInfestation-Win64_Data" fixes the issue and allows the game to run.
Gaming Night
14. Aug 2018 · 11:43 UTC
Cool game !
🎤 Coda Highland
14. Aug 2018 · 11:48 UTC
@ReiMari Yeah, I know that. I thought I fixed that already but apparently the download link is still serving up the old version or something.
🎤 Coda Highland
14. Aug 2018 · 22:22 UTC
@jamie-reed I have a guess about the cause of the freeze, and it happened to me once during development but I was never able to reproduce it. I have some ideas for failsafes that I could put in for a post-jam update.

As far as the Win64 version is concerned, I think it'll just be easier to take down the Win64 version since there's no reason to have it distinct from the Win32 version. I've relabeled the releases appropriately.
Jamie Reed
14. Aug 2018 · 23:04 UTC
I played it four more times (Win32 this time) and all ended in a freeze and Windows shutting down the program. Once I died and was wondering if I'm supposed to respawn. The stats bar shows 3 lives, but nothing was happening. Another time everything seemed normal and I'd gotten my score up to about 1500 and only 4 swarms left and it just froze.

Other than the technical problems, the game is nice. I like the idea of using a single purge to clear many curses getting progressively more points, but it seems to encourage me to infect uninfected villagers. The games' strong points are its AI and music and sound. The AI doesn't just blindly follow you, it routes around buildings and it moves to other villagers to infect them. The music and sounds are nice and appropriate.

Edit: it looks like there is still a link to the 64 bit version in the Downloads section above Controls.
🎤 Coda Highland
15. Aug 2018 · 00:56 UTC
@jamie-reed Oh shoot! Thanks for pointing that out. I've fixed it.

You have to press Space to respawn after dying. It's something I should probably have documented. The main reason I have it on a keypress instead of a timer is to give you a chance to wait for the enemies to wander away and that was faster than implementing temporary invulnerability after spawning, but even that rationale doesn't work considering you can't see where you're respawning -- it's a rough edge that I just didn't have time to polish up before the deadline. I do appreciate the feedback!
🎤 Coda Highland
15. Aug 2018 · 01:57 UTC
HTML5 build: http://xmpps.greenmaw.com/~coda/ld42/

I'd add it to the list of links in the article but for some reason it won't stick when I save it. I'll try again later, maybe it's just a site issue, but until then... into the comments you go, link!
grahhhhhhhhh
15. Aug 2018 · 02:16 UTC
@coda-highland My game froze when I made it down to about 10 swarms left on the web version, it said it was out of memory, so I tried again, almost immediately teleported to the other side of the screen, and then it froze. So I tried a third time, got down to 8 swarms and ran out of memory again, lol
I did get some decent amount of playtime in the first play through. The controls are a little sluggish, and I did see the swirling was growing in size, I wish it hadn't froze so I could see how large the infestations get.... I had just found my groove
🎤 Coda Highland
15. Aug 2018 · 16:01 UTC
With some help from another developer I've tracked down the likely culprit: the particle effects are a lot more demanding than I thought they would be, and while my development machine has the specs to keep up with it on the Mac build, older machines and the HTML5 build are both more significantly impacted. I'll tone down the particle effects some and release a "lite" version.
🎤 Coda Highland
15. Aug 2018 · 17:47 UTC
@grahhhhhhhhh @jamie-reed I've lightened up the particle effects and added some functionality to make offscreen particle effects use much fewer resources. This should hopefully solve the issues you've encountered. Thank you for your help and feedback!
Jamie Reed
15. Aug 2018 · 20:59 UTC
Hi @coda-highland . I downloaded the new version and it still has the same problem. I don't think it's the particle effects, I think it's a memory leak. I ran the program with the Task Manager open looking at processes and here are screenshots from a "just opened" game and a "near crash" game.

![beginresources.png](///raw/daa/81/z/19dbc.png)

![endresources.png](///raw/daa/81/z/19dbd.png)

As you can see, just before crashing, the game is using 3.5GB of RAM, up from about 100 MB near the start. I also downloaded the source, and ran it in Unity. I managed to finish a game by doing that, but even Unity used a lot of RAM while the game was running. Playing the game in the Unity Editor with the Profiler going, and clicking on the Memory tab shows that Textures keep going up into the GB while Meshes and Materials stay fairly constant. I hope this helps.
🎤 Coda Highland
15. Aug 2018 · 21:39 UTC
@jamie-reed Actually that's a pretty good tip. Thanks for looking into it. I didn't realize that the textures were going to stick around like that after all of the references were released, so if I memoize the functions that generate textures that should help.
🎤 Coda Highland
15. Aug 2018 · 21:58 UTC
@jamie-reed Thanks for the tip about the profiler! I didn't even know about it -- learn something new every day. That was exactly the issue, and memoizing the gauge textures instead of regenerating them dramatically improved the memory usage. I really appreciate it the help! New builds are uploaded.
Flaterectomy
17. Aug 2018 · 20:33 UTC
It took me a second to realize what I had to do, but with the information on this LD page it became pretty clear. There wasn't much of a challenge; all it took was walking around and pressing spacebar in time. I could not get the teleport function to work in the web version. Nice job!
Balance686
23. Aug 2018 · 04:11 UTC
Interesting concept! I enjoyed the character sprites and the audio. You made good use of the theme with a unique take on it. I felt like the movement was a bit unresponsive (the player will often keep moving after the button is released) and the game was easy overall but I had fun playing nonetheless. Nice submission!
WrenPirate
23. Aug 2018 · 05:55 UTC
Like @flaterectomy , I skimmed the instructions and then had to refer back to figure out what that red stuff was. I'd like a little more visual contrast between the afflicted and the townspeople who are just in my way. I liked the music and the color palette, and everything else seemed to be working in the Web version. I never got around to trying teleport. Kudos for bringing some gender equity to the player character.
Erendis
23. Aug 2018 · 07:14 UTC
nice idea but i get some lag after a moment
CristiHKJ
23. Aug 2018 · 14:08 UTC
Nice game! Really cool and interesting! :D
Mowztouch
23. Aug 2018 · 14:51 UTC
graphics are nice, interesting idea despite many bugs. I don't see how it fits the theme?
🎤 Coda Highland
23. Aug 2018 · 16:37 UTC
@mowztouch The maelstroms grow in size, crowding you out of parts of the map if you're not careful.
Diaxcor
23. Aug 2018 · 18:09 UTC
so honestlyi didn't understand the game so please try to clear it a little bit but i loved the graphics
TheWustache
23. Aug 2018 · 19:11 UTC
Neat idea! I can see how not being careful with where you exorcise people could totally screw you over. A bit more pressure could do the game well, maybe a smaller map or more NPCs?
nihilaleph
24. Aug 2018 · 13:32 UTC
Nice entry!

Pros:
- Cool concept
- Very atmospheric

Cons:
- The spirals grow kinda slow, so I didn't feel the "running out of space"

Obs:
When the spirals get a collision box everyone inside it is expelled, so I experienced some blinking moments

Cheers!
Renier
28. Aug 2018 · 20:44 UTC
Loved the art and style but really couldn't get into the game and gameplay was a bit confusing. A small tutorial could have helped out greatly :)