Meet Cowboy Color We’re In!
We’re in
Tools-
Game Maker
Pyxel Edit
Ableton Live
Pizza
Love you!
@chargeshotgame
We’re in
Tools-
Game Maker
Pyxel Edit
Ableton Live
Pizza
Love you!
@chargeshotgame
Real proud of this one. Had a complete blast the entire time to. Love you Dad!
Play as “X-11”, a maintenance robot created by Dr. Magic to combat the vile, disgusting forces of nature and return the world to its natural state: technology. Wield your trusty leaf-blower to propel yourself through two exciting, Megaman-esque levels, and take on “Mubba Nature”, the source of all nature.

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51198
Unconventional weapon how about a “Leaf Blower”
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51198

So here is Mandolin (who made Pillow Fight) completing it in 5:00 without losing a single life:
As a side-note, X-11 “Gust Gunner” was made to emulate NES-era difficulty and aesthetic, meaning you will die A LOT, and consequently, you will blame it on the game. Originally, I was going to have a stock of three lives to complete the game, otherwise you had to start from the beginning. Some people called that “sadistic”, and I bowed and agreed… the game is in the EASY state it is now because I understand that there is a wide variety of types of gamers who will play a Ludum Dare submission, and not all of them want to be tantalized for their skill level at twitchy platformers. Essentially, what I’m saying is that the game IS NOT hard, because you can never truly fail. You have infinite lives, mid-level checkpoints, and a nerf’d boss. The mechanics are different. That is the point of the LD for me! Innovation! Every time somebody tells me that they died too much because of the “mechanics” not being tightened up enough, I slam my face against the wall. The mechanics (with a few exceptions, namely, the boss bullet hell being too avoidable) are exactly what we intended them to be. We spent most of our time fine-tuning the player’s controls. It just takes time to get used to playing something you aren’t used to playing. My supporting argument: the video above. Mandolin has not played this game as much as either of us have, but they managed to do something even we haven’t done yet: a perfect run. If a game is able to have a flawless run by someone who has only played the game for a couple of weeks, then it is not a difficult game.
Cheers!
-C
Speed Run of X-11 “Gust Gunner” The brutal fast paced leaf blowing platformer
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51198
When the theme was announced for this Ludum Dare, Britt and I were less than impressed. It seemed generic and not to really allow for interesting theme-based gameplay, only narrative and setting.
A lot of people have been commenting that they didn’t get how our game, Wayward, fit into the theme–either because they didn’t complete the game, or that it was intentionally pretty subtle. Our sighs of despair at the announcement of the theme were that of understanding what would come of it: a list for which I took the time to write on a whiteboard with a caption “DON’T DO THESE, THEY’RE TOO OBVIOUS.”
The list of obvious choices and what not to do (for us!) for this jam:
What this meant for us was that we had to come up with an interesting and virtually impossible narrative and setting for a hard as nails theme. We didn’t want to be obvious, we wanted to be clever. The first idea, in this regard, was a monster truck arena game called You are the Monster(truck). More and more ideas that seemed more punny than anything (including, I fuck you not, playing as Monster Energy drink pouring into somebodies body), but we couldn’t resolve on anything.
Ethics and moral questioning aside, Wayward is a game about finding and killing the monster that stole the babies from your village. A trail of what we can assume are said babies’ blood leads the way, and you explore the Wintery wonderland we set up, fighting other monsters along the way.
One thing I did to push the theme along the course of the adventure (before the climax) was to make fighting the monsters completely optional if you were to study your surroundings. The minor monsters in the game are territorial and only spawn if you get very close to a checkpoint-campfire. Some players have realized this, but naturally, in a game where you have a bow, you feel inclined to aggro the enemy anyway and take them out.
After a few encounters, skipped or not, you finally reach the end of the blood trail. Here is where I wanted to avoid the “HAHA GOTCHA, YOU WERE THE MONSTER!” Instead of killing the mother and having a bunch of babies pop out from the brush and wimper and make you feel bad about what you just unknowingly did, I have the mother and the cubs shown in plain site around a pool of blood. No more baby. The aggro range is very small for this, and you cannot aggro simply by shooting the mother. At this point, a player wary of the theme will or will not come to understand.
The entire story and question of “Who is the Monster?” can be realized at this point. The Beast is the monster in the main character’s eyes for eating the babies. From the beast’s perspective, there are no other animals in the game, so it was killing out of the necessity to feed its young. The main character is the Monster from the perspective of the Beast, and depending on her moral standing, also the Player.
Which leads to the actualization of the theme. Objectively, if the Player of the game finishes the deed, she is the Monster. My favorite comment on the game yet was “It was very beautiful, but I’m sad you made me kill the mother at the end.”
I didn’t make you do anything. The only way to not be the Monster is to not finish the game and just turn it off.
-C