CMDR LR by timtipgames
Commander Left Right
* You can maximize the window if you like, the game will scale accordingly
* The online highscore is optional. You will be prompted for a username in the beginning. If you leave the field empty, no data will be sent. The highscores of other players will still be fetched though.
* I hope it's not too difficult. I am very well trained now ;)
#CHANGELOG#
###########
When I added android support and tested on an older device, I realized that some things weren't calculated independently of the FPS. That was not only a disadvantage on lower end machines but also unplayable under certain circumstances. I changed those and only those calculations to take the time delta into account. Everything else stayed the same as in the initially submitted version.
###########
ANDROID
I uploaded an Android version, let me know how it works! highscores are shared between platforms.
DESKTOP
Make sure to have a semi recent java version. If you have problems on windows try this version with a working java runtime included: http://ld34data.timtips.com/CMDRLRWin64.zip
Input notes
########################
Key "R" resets a level
Key "A" left Thruster
Key "L" right Thruster
Key "ESC" return to menu
Programming: libgdx, artemis-odb, intellij, universal tween engine, box2d
Graphics: Inkscape
Maps: Tiled
Sounds: Recordings with Reaper, my Korg SP-250 E-Piano, editing and synths also mostly in Reaper
* You can maximize the window if you like, the game will scale accordingly
* The online highscore is optional. You will be prompted for a username in the beginning. If you leave the field empty, no data will be sent. The highscores of other players will still be fetched though.
* I hope it's not too difficult. I am very well trained now ;)
#CHANGELOG#
###########
When I added android support and tested on an older device, I realized that some things weren't calculated independently of the FPS. That was not only a disadvantage on lower end machines but also unplayable under certain circumstances. I changed those and only those calculations to take the time delta into account. Everything else stayed the same as in the initially submitted version.
###########
ANDROID
I uploaded an Android version, let me know how it works! highscores are shared between platforms.
DESKTOP
Make sure to have a semi recent java version. If you have problems on windows try this version with a working java runtime included: http://ld34data.timtips.com/CMDRLRWin64.zip
Input notes
########################
Key "R" resets a level
Key "A" left Thruster
Key "L" right Thruster
Key "ESC" return to menu
Programming: libgdx, artemis-odb, intellij, universal tween engine, box2d
Graphics: Inkscape
Maps: Tiled
Sounds: Recordings with Reaper, my Korg SP-250 E-Piano, editing and synths also mostly in Reaper
Ratings
| Coolness | 71% | 3 |
| Overall | 4.08 | 33 |
| Audio | 3.73 | 80 |
| Fun | 4.14 | 15 |
| Graphics | 3.68 | 202 |
| Humor | 2.87 | 258 |
| Innovation | 3.38 | 342 |
| Mood | 3.48 | 170 |
| Theme | 4.32 | 50 |
Once you've managed to wire up your reflexes and learn how to fly downwards, this game starts to be even more fun. Overall a very nice game. It would be nice to see it expanded properly.
Nicely polished, no bug and leaderboard, good job!
And why A+L? Arrows would work mych better (or A+D). And the controls shoud be inverted. That way flies tye way we press the key. I couldnt finish 1st level, but when I rotated keyboard 180 it got much easier
I have no idea how VascoF does it so well. I suspect they're a robot that does everything optimally with perfect precision. Insane! :P
I really have nothing to complain about. It takes some practice, but what doesn't? The controls feel pretty solid, and the levels are all challenging in their own ways. Really well done!
Cheers,
Ionut(Tyrants.not.found team)
Two thumbs up!
One big gripe was that I felt the controls were not only inverted, that you put them so far apart means I had to do it with two hands. If they were closer together I could choose two hands or one.
I had to flip my keyboard upside down to feel like I knew what I was doing.
My game this time BOOST was also based around this kind of mechanic, I think I got my controls quite intuitive, if you'd like to check it out. http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=35114
Would have liked a little bit of grace in difficulty by giving the ship a little bounce when it touches a wall, instead of just taking all my life because I'm touching it constantly in half a second!
Good solid entry :)
Regarding the controls:
They are the way they are for a reason. I was trying to create more of a "simulation" feeling than an arcade game. While those are a lot of fun (and yours is great btw @Tuism) I wanted to create a sense of controlling the individual thrusters and not of controlling the ship directly - if that explanation makes sense to you :) I do understand that some people would decide differently, but it was a conscious decision.
I also played around with "one hand controlls" like A+D or arrow-keys, but I found that it creates a completely different feeling that I did not want. The same happened when I inverted the controls - although the impact wasn't as drastically.
If I create a follow up, I may consider to at least allow to invert the keys, but I am not sure yet. I am pretty sure that I won't change to one-hand control, even though I am always open for arguments as to why I should do it despite my reasons that I just listed.
Concerning the damage, @Akhera is right it feels pretty inconsistent even though technically it isn't. In a follow up I'd change it to be more based on impact speed and may also take @Tuism's idea into consideration to add a little "bump" effect when scratching along walls.
Thank you all so much for your thorough reviews and comments, I am reading all of them and find every single one very important. If you are interested in a possible post compo version, make sure to follow me on twitter: @TimTipGames :)
@Candyjapan @VascoF @A333 you guys are freaking robots - I have a hard time beating your scores and I have basically been playing this game for half the weekend :D
@Erlend Aakre yes :)
I'd love to see more levels, perhaps even a larger cave adventure with less blocky/arcade style progression.
Took me a million tries to finish level 6 (I always failed at the steep ascent in the end or hit the edge on the corner to the landing zone).
The interaction of the particles with the level was nice and looks cool.
The android version kept forgetting my online name, so I guess I played a few times without it registering on the highscore, but tbh it wouldn't have made a difference with everybody always being three or four times as fast as I was :)
With some extra polish, this could be great mobile game, even outside the scope of LD.
@timtipgames Great game once again, it's the only LD34 game I went back to again (so far) :)