MinMo LD11 Final

Posted by
April 20th, 2008 5:56 pm

MinMo is my entry into the LD11 – Minimalist Theme compo:

final minmo screenshot

Update:

Two win32 versions are now available, a fullscreen and a windowed.  No other changes were made to gameplay or bugs.  The resolution is 1024×768.  I recommend the fullscreen version for a more immersive experience.  😉

Fullscreen win32 available here (2.3MB)

Windowed 1024×768 win32 available here (2.3MB)

full zip with win32 exe and source here (3.5MB)

I’m hoping to post a linux version / instructions soon too.

The goal is to get from the left of the screen to the right of the screen. Each time you do the world will advance one level. Each level brings more flowers and enemies to overcome.

You play as a character with two forms. “Min” – who is thin, vulnerable and snakelike. “Mo” – who is an invulnerable and immovable gelatinous mass.

You can only move around when you are Min but if you are falling off of a block you can transform into Mo to crush enemies below you. If you happen to be cornered by an ememy as Min, you can transform into Mo to let them pass by safely. You can only get hit by the enemies once or the game ends. You can continue though so never fear!

The game world consists of rising and falling blocks that also play the music of the game in time to their movements. There are little flowers that grow from time to time that you can collect for points.

This was created with ruby and the incredible gosu game library.

I used the awesome sfxr for all game sounds too!

Bitmaps created in Tile Studio after some initial concept art inspiration in Corel Draw.

I finished this with 3 minutes left in the deadline. That means that I didn’t have a chance to play it that much to tune for fun. It is functional and seems stable. The player crushing enemies collision detection could be a little better for sure and the levels could advance in a more interesting way. All in all I am very happy with having completed this project in such a short time. I didn’t think I was going to be able to make it under the deadline the past 4 hours or so leading up to the end so I am glad that I actually managed to pull something off. I’ll post a post mortem later perhaps. I can’t wait to check out all the other entries! Good luck and congrats to everyone who participated!

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8 Responses to “MinMo LD11 Final”

  1. Jason says:

    Cool game! Doug’s playing it now. He said, “Tell Dave he did a great job.”

  2. HybridMind says:

    Hey, thanks for the compliment. I ‘finished’ with 3 minutes to spare!

  3. Jason says:

    That’s cutting it close!

  4. Jason says:

    Congrats on an awesome job!

  5. Devon says:

    how does ruby and gosu compare to python and pygame? if you’ve used pygame of course.. They seem similar from what I’ve read.

  6. Devon says:

    err I guess I had gosu confused with Rubygame.

  7. HybridMind says:

    Devon,

    I haven’t had a chance to try RubyGame yet, but it was one of the toolkits featured in a “Games on Ruby” video I watched somewhere that let me know about Gosu, RubyGame, Ogre, Shattered (?) and others perhaps. I happened to check out Gosu first and have stuck with that for a few months now.

    I also have not learned python yet so I can’t offer any comparisons in that department. I have really loved working with Ruby/Gosu for game dev because of how rapid it lets you work and get your ideas “down”. I previously used C/(some C++) for game programming before that.

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