Top Texplosion by Jaker
An explodey movement game!
Blow yourself up to reach the blue platforms by using strategic bomb placement. Be careful though, the bombs are unstable and will explode if anything contacts them too hard!
Warning: the game may be difficult. Fortunately, you can retry as many times as you need. There is no audio because your character went deaf after one too many explosions to the head.
The game features 8 levels of varying difficulty.
Tips, hints, and other info can be found in the main menu.
Objective
Touch the blue platform in the level.
Controls
- WASD: walk
- Mouse: look
- Spacebar: jump
- E: pick up bomb
- F: place bomb
- Escape: pause game
Technical Info
Written in C++ using OpenGL and PhysX. Additional dependencies can be found in the source. An OpenGL 4.5-compatible graphics device is required to play.
Walkthrough
For those that get stuck, I have provided a walkthrough.
https://youtu.be/WMPK7n9Zw_s
Speedrun
An alternative way to play.
https://youtu.be/R_hBsodHYeM
Edit
- The submission type was changed to regular jam since I did not complete the game within the compo time frame.
- A newer version of the game is available to play. It features two additional levels, bug fixes, and other adjustments and various QoL improvements.
| Link | https://github.com/JuanDiegoMontoya/LD49 |
| Original Submission | https://github.com/JuanDiegoMontoya/LD49/releases/tag/v1.0 |
| Latest Version (post-jam) | https://github.com/JuanDiegoMontoya/LD49/releases/tag/v1.2 |
| Original URL | https://ldjam.com/events/ludum-dare/49/top-texplosion |
Ratings
| Overall | 753th | 3.523⭐ | 24🧑⚖️ |
| Fun | 417th | 3.705⭐ | 24🧑⚖️ |
| Innovation | 626th | 3.432⭐ | 24🧑⚖️ |
| Theme | 1118th | 3.114⭐ | 24🧑⚖️ |
| Graphics | 1268th | 2.773⭐ | 24🧑⚖️ |
| Humor | 473th | 3.375⭐ | 22🧑⚖️ |
| Mood | 1171th | 2.976⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 30🗨️ |
As you said, it can be pretty hard at times, but that's OK. The puzzles are very well designed. It's pretty fun to fly around with explosions, it reminds me of TF2 and Teeworlds.
The graphics are basic, but tolerable :slight_smile:
> There is no audio because your character went deaf after one too many explosions to the head.
Fair enough, but it's still a pity :smile:
P.S. You got my respect for coding it in raw C++, good job! :thumbsup:
This is compo? You must have been more well-rested than me. Words are hard. ...but really, I'm so curios, how long did you spend writing all the different you-are-dead messages??
I found level 3 VERY hard. Not sure what I was supposed to do, but I eventually made it by just placing the bomb and jumping with the right timing and ignoring the middle little platform (a red herring?).
At one point, the game did crash on level 3? (hop and a skip), and I had to restart.
Level 5 was interesting, and challenging, but I knew I could do it, so that was fun.
I eventually gave up on blitzing bomberman. That was tough!
Fun concept and mechanic though! I love the bomb propulsion. With a little polish, this could be a great game!
...and now I've just seen your playthrough. I didn't think about the combo-bomb propulsion increase, and I definitely wasn't thinking about the jump-momentum preservation. And wow, you make it look easy. Maybe I was doing something wrong to make the jump spacing harder?
And in C++, nice!
- I originally submitted this to the compo, but upon realizing that I missed the compo deadline I changed it to regular jam.
- The difficulty varies wildly due to both a lack of time and playtesters. The middle platform in "Skip and a Hop" is not supposed to be a red herring, but due to the inconsistent explosion force it may seem so. The soon-to-be-released update should make it a little more consistent.
- I'm sorry about the crash. I was experiencing some memory bugs near release and I thought I fixed them all. Apparently I haven't! It's tough tracking down those buggers. Fortunately I haven't gotten any other crash reports yet :fingers_crossed:
- Oh, and I only spent about 15 minutes on the random death text thing. It's just an array of 7 strings that I randomly pick from whenever the player dies.
Again, I appreciate your thoughts. I'm learning a lot from others playing the game (mostly about how certain things are unintuitive :D). Perhaps I will make a postmortem detailing my learnings.
There's one big critique though: The ragequit button is way too close to the resume button. I got quite far before I accidentally pressed the button and lost the progress.
Sound and music would have been nice, but I'll buy the "you went deaf" explanation. One thing that might be nice is to make the buttons bigger and space them out a little more. More than once I finished a level and hit Restart instead of Next...
Nice work coding it all in C++!
I wonder how hard it would be for me to compile this in Linux...
The game was really fun! The levels were well designed, and the mechanic has a lot of potential. I think better graphics (being able to tell that the bombs are bombs instead of cubes) and audio would really improve the game.
Great job! :)