gone. by LDJam user 156942
Vanilla JS game for Ludum Dare 49, theme 'unstable', category 'compo'.

Time to beat: 1-5 minutes, depending on whether you're speedrunning or going for high score.
Controls & Rules
- Move mouse to, well, move. Dodge the squares flying at you.
- Press the left mouse button repeatedly to increase size of your cube. It shrinks over time, don't let yourself disappear.
- It's a short game with a linear story and an ending, you don't really have to try hard to get to it.
Warnings
- Not suitable for people with epilepsy - flashing lights, loud sounds
- The sound only works correctly in Chrome-based browsers . You can turn off sounds by clicking the speaker icon in the header of the page tab.
- The game is generally run slower on Firefox than on Chrome and derivatives, I'm not sure why, but it doesn't really affect the gameplay too much.
Dev Notes
Aside from the Ludum Dare rules, the challenge I set for myself was to make the game from scratch on plain JavaScript, with no frameworks, libraries or assets whatsoever.
Somehow I managed to pull that off, so the entire game, including the sounds, fit into a single .html file less than 32 kb in size. Source code is available on GitHub.
The funny part is that I'm not a JS programmer.
| Play in browser! | https://lnkr.itch.io/gone |
| Source code | https://github.com/wafflecomposite/gone. |
| Original URL | https://ldjam.com/events/ludum-dare/49/gone |
Ratings
| Given | 27🗳️ | 44🗨️ |
maybe i should try that one day :thinking:
my high score was 2600 for anyone wondering
Plus: Your code looks way more clean than the code of my vanilla JS games ^^.
Also, some easy features can be implemented: Pickups that slow down time or give you a one time shield.
Very neatly done!
By the way ... isn't this the Star Wars intro ?
;)
The addition of spamming the mouse button was slightly confusing but once I learned how it works I found it to be a pretty engaging mechanic.
And about my code's cleanliness - I had to rewrite it twice while tuning core gameplay as I quickly got lost in it. The idea of putting all the code into one file is rather romantic, but not very practical :smile:
Too bad I messed this up anyway when I added the "bugs" later, by flooding the whole place with chaotic checks and conditions
Thanks gone.
Haha I cracked twice at the end screens. First one because I read the instructions and was "oh, I need to click a lot", until I realized I was too big in the level and that I could get away with being small. When I died I had the instruction telling me exactly that. I learned something! So next time I go in and try to play being small, and it was a bit more successful. Then the end screen surprised me again with this one :)
edit: Played a bit more to see more endings, haha, great job! Also, the visuals of the squares reminds me of the After Dark Flying Toasters screensavers, were you going for that?
Glad I was able to leave some actually helpful prompts!
> the visuals of the squares reminds me of the After Dark Flying Toasters screensavers, were you going for that?
Not really, but now I want to think that I was :smile:
High Score 19700!
The dialogue felt meaningful. The gameplay was a ton of fun. The game design overall is something to learn from.

Keep up the good work!
I didn't think I could accomplish it, but everyone seemed to be able to find an gameplay, graphics or story aspect they liked about it! Thank you all for the comments!
I will try and review your games too! And in the meantime, keep pushing forward, and don't let anything stop you! :wink:
Ahem, back to topic, it's nice to see the theme being used as tool, giving choice to players to stay big but unsafe from rain or stay small but unsafe from vanishing.
Hopefully those who stayed only for half a minute or so had fun too!
I realized too late how challenging it would be to play it on the touchpad, let alone the touchscreens. So if you liked it anyway, then yes, I recommend trying it with the mouse!
Also, impressive that you were able to do everything in just vanilla JS and keep it small. Great work!
I do have to admit, I felt like I was even cleverer and simply used an autoclicker. Jokes on me, I guess :'D
+5 stars for nostalgia!
I really liked the progression of dialogue combined with the bullet hell elements. The end was very pretty and drove home the theme. Impressive work :D
:purple_heart: :dart: :frog:
Dude, i like u 2. =*
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1173664587?t=0h41m42s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I actually kind of want more stupid finger-breaking action, I'm not gonna lie, but I also think that where it ended was pretty interesting.
For a second even _I_ thought I was losing it when it just started getting harder.
The only thing I really have to say is that the clicking might be an accessibility issue (RSI and everything). It'd be neat if I could also hit any button on the keyboard or use the scroll wheel instead of clicking to grow in the base game, but the one-buttonness does help that final section stand out.
Here's the obligatory scoreposting:

The idea of trying to stay as small as possible but not too small is very novel and something that has a lot of potential. It's very well executed, just a bit too random and difficult (or I just need a proper chromium browser).
There's a funny little glitch: score keeps changing if you lose.
Anyway, thanks for trying it and for the review!