Tenebrous Expanse by WubAlliance
-=Description=-
Drag & release to launch a ball of darkness to swallow up the world. Don't have a lot of time? Notable mechanics are introduced in levels 1 (obviously), 6, 10 and 12.
-=Controls=-
Click on the ball, drag and release to launch. Force varies with drag distance.
[Esc] or [P] can be used to pause the game during a level.
Sound can be muted in the options menu.
-=Music=-
All tracks composed during the jam by our artist Harris Nakajima.
https://soundcloud.com/wuballiance/sets/tenebrous-expanse
-=Programs=-
Tenebrous Expanse was created using:
[Java] -> Programming Language
[Eclipse] -> IDE
[LWJGL] -> Engine
[Ridhvl] -> Engine (https://github.com/osreboot/Ridhvl)
[GIMP] -> Art
[Spriter] -> Animations
[Musescore] -> Audio
[HVLevelEdit] -> Map Editor (https://github.com/AdamuKaapan/HVLevelEdit)
[JarSplice] -> Packaging
-=Authors=-
[Programming] - Adam Krpan / Calvin Weaver
[Art] - Conner Reddick / Calvin Weaver
[Animation] - Conner Reddick / Calvin Weaver
[Sound] - Harris Nakajima
[Level Design] - Adam Krpan / Conner Reddick / Calvin Weaver / Harris Nakajima
-=Post-Jam Changelog=-
[+] Added the ability to drag from any point on screen
[+] Added "Skip" and "Next" button to pause, win and loss menus
[+] Added lines to divide up health bar
[~] Balanced several levels
[~] Converted all audio to .ogg and equalized volumes
[~] Renamed a button in the loss menu
[-] Fixed a bug with level completion via bombs
[-] Fixed a graphical bug with dark tiles
===KNOWN BUG===
Older computers will have problems loading the .ogg files in the post-jam version because of memory issues. If this happens, the jam version uses uncompressed audio and should work.
-=Our Website=-
http://www.wuballiance.com/
Drag & release to launch a ball of darkness to swallow up the world. Don't have a lot of time? Notable mechanics are introduced in levels 1 (obviously), 6, 10 and 12.
-=Controls=-
Click on the ball, drag and release to launch. Force varies with drag distance.
[Esc] or [P] can be used to pause the game during a level.
Sound can be muted in the options menu.
-=Music=-
All tracks composed during the jam by our artist Harris Nakajima.
https://soundcloud.com/wuballiance/sets/tenebrous-expanse
-=Programs=-
Tenebrous Expanse was created using:
[Java] -> Programming Language
[Eclipse] -> IDE
[LWJGL] -> Engine
[Ridhvl] -> Engine (https://github.com/osreboot/Ridhvl)
[GIMP] -> Art
[Spriter] -> Animations
[Musescore] -> Audio
[HVLevelEdit] -> Map Editor (https://github.com/AdamuKaapan/HVLevelEdit)
[JarSplice] -> Packaging
-=Authors=-
[Programming] - Adam Krpan / Calvin Weaver
[Art] - Conner Reddick / Calvin Weaver
[Animation] - Conner Reddick / Calvin Weaver
[Sound] - Harris Nakajima
[Level Design] - Adam Krpan / Conner Reddick / Calvin Weaver / Harris Nakajima
-=Post-Jam Changelog=-
[+] Added the ability to drag from any point on screen
[+] Added "Skip" and "Next" button to pause, win and loss menus
[+] Added lines to divide up health bar
[~] Balanced several levels
[~] Converted all audio to .ogg and equalized volumes
[~] Renamed a button in the loss menu
[-] Fixed a bug with level completion via bombs
[-] Fixed a graphical bug with dark tiles
===KNOWN BUG===
Older computers will have problems loading the .ogg files in the post-jam version because of memory issues. If this happens, the jam version uses uncompressed audio and should work.
-=Our Website=-
http://www.wuballiance.com/
| Windows | http://bit.ly/1hXMj1V |
| Linux | http://bit.ly/1V5TGmi |
| [Post-Jam] Windows | http://bit.ly/1LKO5Qy |
| [Post-Jam] Linux | http://bit.ly/1JpNa24 |
| Source | https://github.com/AdamuKaapan/LD33 |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54258 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.66 | 186 |
| Audio(Jam) | 3.80 | 90 |
| Fun(Jam) | 3.27 | 363 |
| Graphics(Jam) | 4.00 | 222 |
| Innovation(Jam) | 3.36 | 259 |
| Mood(Jam) | 3.96 | 69 |
| Theme(Jam) | 3.00 | 830 |
Really good game, fun and very innovant!
Please consider using a compressed audio format next time, it's quite large uncompressed.
Although I must say that I found the game itself rather boring. After skipping to the last level, I discovered that there weren't too many game changing mechanics added, sadly. That's a pity because I think that with some more stuff there; some more variety to what I'm actually would be doing would be nice. Or maybe all the variety is outside levels 1-4 and the last level, I don't know. I must say that although the menu was slow to respond for me, the animations in the game itself were delightful, and filling in the screen with darkness was really quite satisfying, despite the mundane way in which I do so.
awesome music and graphics, well done for 48h!
Very cool music full of variety. I would like to advance automatically to the next level and don't get the level select in between. I also don't really see too much of a progress through the levels. Maybe I haven't completely understood the scoring...
Not sure how this game makes me a monster, though :)
Presentation wise the game is excellent, but mechanically I think it is lacking.
- There are not enough consequences for bad play. In fact it is really hard to tell when a move was good.
- The mechanics are too simple even when going for a "moody" kind of game. The whole "creating shadows" really should have some gameplay consequences.
- It doesn't really make sense that you have to click directly on the dot to move it when you could start dragging everywhere, really.
I think gameplay wise you guys could have made some bolder decisions and put a little more direction in.
As I said at the top, the presentation is really good. Not much to nag about there.
You should have compressed your audio, over 200 MB is pretty unacceptable.
Thanks for the input! I apologize for the uncompressed audio. We didn't even have time to equalize the volumes of the songs as we were working right up until submission hour >_> . We are currently working on a post-jam version that will include:
-Equal volume audio
-Compressed audio
-"Next" button on win screen
-"Skip" button on pause screen
-Fix minor level design flaws
-Fix certain level par balancing issues
The previous one is already looking really nice, but maybe a bit to hard sometimes.
Nice work.
I also thought the game mechanics for spreading out the darkness further was cool, but hard to distinguish from one to another. This makes it hard to plan out a strategy, and often boils down to trial & error.
The presentation is awesome, and the music's great! Like the graphics, too. I think sound effects is in order.
Overall a very good entry!