Xtreme Crop Duster Simulator '82 by rjhelms
Xtreme Crop Duster Simulator '82 is a Commodore 64-style side scrolling flight simulator, made in 48 hours for Ludum Dare 34.
Controls are just up and down arrows on a keyboard, or up and down axis on a gamepad/joystick. Even though the in-game text all refers to keys, it's the most fun with a joystick.
This is my first compo entry - while I've done Ludum Dare three times before, each time I overshot my planned timeline and had to submit for the jam.
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UPDATE 1: 12:52AM EST 12/14/15
Had keyboard sensitivity wrong - must have made the edit in Unity in play mode so it didn't persist. Uploaded a fixed version.
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UPDATE 2: 3:30AM EST 12/15/15
Unity project settings were causing the default resolution to be 640x480 despite allegedly being set to default to native resolution. Should be resolved now, but either way the game should be resolution and aspect-ratio independent.
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UPDATE 3: 2:15AM EST 12/17/15
Linux and Mac builds now available! These are not as well tested as the Windows build, but have both been confirmed to launch and be playable on at least one system. Please let me know if you have any difficulties with them.
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UPDATE 4: 7:05PM EST 12/28/15
Launch script in Linux build didn't check architecture properly, resulting in "unknown architecture" error on some 32-bit machines. This should be resolved.
Controls are just up and down arrows on a keyboard, or up and down axis on a gamepad/joystick. Even though the in-game text all refers to keys, it's the most fun with a joystick.
This is my first compo entry - while I've done Ludum Dare three times before, each time I overshot my planned timeline and had to submit for the jam.
------------------------
UPDATE 1: 12:52AM EST 12/14/15
Had keyboard sensitivity wrong - must have made the edit in Unity in play mode so it didn't persist. Uploaded a fixed version.
------------------------
UPDATE 2: 3:30AM EST 12/15/15
Unity project settings were causing the default resolution to be 640x480 despite allegedly being set to default to native resolution. Should be resolved now, but either way the game should be resolution and aspect-ratio independent.
------------------------
UPDATE 3: 2:15AM EST 12/17/15
Linux and Mac builds now available! These are not as well tested as the Windows build, but have both been confirmed to launch and be playable on at least one system. Please let me know if you have any difficulties with them.
------------------------
UPDATE 4: 7:05PM EST 12/28/15
Launch script in Linux build didn't check architecture properly, resulting in "unknown architecture" error on some 32-bit machines. This should be resolved.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.83 | 96 |
| Audio | 3.71 | 83 |
| Fun | 3.88 | 57 |
| Graphics | 4.07 | 91 |
| Humor | 3.15 | 171 |
| Innovation | 3.49 | 267 |
| Mood | 3.52 | 154 |
| Theme | 4.01 | 231 |
I love the stall mechanic that creates this tension between wanting to fly slow to see what's coming, vs not having enough airspeed to quickly climb out of the way of trouble.
The classic graphics would be good on their own but the TV effect pushes it over the top and really capitalizes.
It's difficult, so good thing you had the quick retry and continues. I wouldn't have played nearly as long if it was full GAME OVER every time.
My brain can't handle inverted flight controls in a non-first-person POV, so I was really hurting for the lack of a flip option. Until I realized I *did* have a flip option and turned my keyboard upside down to play. Of course, then I hit down instead of up and restarted instead of continuing, but only once or twice. ;)
Nice job and congrats on making it in for the compo. I remember playing your old trench warfare game, this one is a nice step forward because it's fully realized.
folder next to the executable"
I'll get a fixed build up later tonight when I'm back at my PC.
Serves me right for trying to upload a fixed build at 3:30 in the morning.
Bad news is that the latest version of Unity seems to have some frustrating quirks with how builds work on Linux. The good news is, I think I've got them sorted out - should be a Linux build (as well as a Mac one) along very shortly.
I really liked your attention to detail - like those 4th wall screen artifacts - brilliant! Amazing entry! :)
Was wondering for a brief moment if left/right arrows wouldn't be a better option instead of up/down.. but than again - I guess you wanted to mimic an actual control yoke..
LD games are always so damn difficult, I feel like a very inadequate gamer :p
Every time the game starts I switch the up and down and have a terrible death.
Like a proto farming simulator. ;)
-Music was great
-Textures looked nice
-The overlay on the screen and sounds gave it a nice NES kind of look
One think was that the version of the plane that went UP, it looked kind of squashed.
It's fine for a three day game jam.
Below is a link to the post with details, and you can find out my opinion of your game in the video as I play!
http://ludumdare.com/compo/2015/12/26/lets-play-ludum-dare-34-episode-03/
As one comment said, a trick system could bring even more challenges to the game!
Great work! Congratz!
I would have rather had the controls inverted though; it makes more sense to me to press up to go upward instead of downward.
Either way, I got used to it. Very solid game. Good luck!!