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Posted by
Monday, April 20th, 2015 12:08 am

When deadline rang, I was in the middle of implementing a new mechanic. So I uploaded the previous working version.

Still, I couldn’t help but keep on working on it a few hours after the deadline to complete what I had in mind.

Here’s the LD compo version, where the unconventional weapon is merely an attractor.
http://cpc.cx/bVU (V08)

Here’s improved version, where the unconventional weapon is the impaled bodies of your slain enemies \m/ :
http://cpc.cx/bVV (V09)

There was no time to properly playtest and balance for either version, so I’m afraid the game is somewhere between too hard and plain impossible.

Better gameplay, and sound.

Posted by
Sunday, April 19th, 2015 10:53 am

So, my unconventional weapon is just some sort of gravity generator. I suspect it won’t be that original. Sorry. Normally gravity strength varies with the inverse square distance. But I thought it would make it too strong near the emitter, and drop to negligible too quickly, so I changed it to some linear decrease. Still, it was tricky to catch and redirect shots. They would mostly go straight toward the hitbox. Since the gameplay I had in mind was inspired by how in Gimbal the attractor let you catch bullets, making them orbit you till you release them, I went to ask them what law did they use. To my surprise, I was answered quickly, and said they were using newtonian physic. I changed the formula of my gravity field to match reality, and, well, indeed, it become much easier to control bullet trajectory to orbit you. I’m not sure why exactly, but somehow game become more pleasant.

I also made fields disappear instantly instead of decay in in four seconds after you release the key, for a more responsive gameplay. And made it possible to fire while moving, because I don’t want my game to be too static. I saw all that I made, and it was good. And there was sleeping and there was morning, the last day. Which so far I spent adding sound effect. My games are usually silent, but since I had completed a game that fit the bill in the first day, I thought I could spend some time making various noise with household items, and tweak them with Audacity. It turns out a hand clap played at a low speed make a nice explosion sound.

So here’s a current version, as well as an animated screenshot.
Archatrep v06.zip

Now I’ll try to add more enemies, and if time permit, switch the gameplay to something deeper.

Made something

Posted by
Saturday, April 18th, 2015 6:25 pm

First day is over, but I got a game done! It has a level, enemies that move and attack, a game over and a winning condition, and even an embryo of gameplay.

The balance is clearly not there (good luck to anyone who’d try to beat it), and the amount of content and polish missing is astounding.

But still, I got more done in 1 day that I had in 2 days last time.

As usual, you can download the current build at: Archatrep v05.zip, and below is an illustration.

No, the bullets are not the unconventional weapon. You’ll have to play to see.




Posted by
Saturday, April 18th, 2015 1:39 pm

After a long walk, I got a clear and complete idea of what I want to do. Days of work lie ahead of me, that I must somehow fit within less than two, and I came back even more tired than when I decided to take that break. Still, I resumed coding. So, after more hours than I’d wish it’d have taken, I now have enemies : brownian-moving, insta-deadly on touch, spinning saw-blades.

Weapons, unconventional or otherwise, are still not implemented.

Current build as of now: Archatrep v03.zip


Got started.

Posted by
Saturday, April 18th, 2015 6:31 am

I’m trying to participate to this game jam. Would be my second time. So far, I spent my time:

– Drawing the player sprite. It’s supposed to be some sort of trilobite/spaceship/submarine thingy. But alas, I’m not an artist, and I doubt I can teach myself pixel art in two days, so it’s horribly ugly, yet sadly not a placeholder.

– Drawing the level. I wanted some tile based system, and drawing a version of the tile for each 16 neighbourhood configuration is time consuming, even though I partially automated it.

Again, I’m using Love2D. I’m even starting for the same code as last game jam project, as you can see from my having the same bubble effet and same water level fading.

You can download what I have so far here: Archatrep V02.

But there is no gameplay yet.




Posted by
Sunday, April 27th, 2014 7:28 pm

Well, I’m glad there was an hour of respite to submit our entries after the deadline, because I started implementing the seals movement only two hours before the end, and was still busy implementing culling escaped seals right when I should have been uploading. Then beside risks of memory leak, it wouldn’t have made any differences.

So, here is my entry.

There was no time for testing, so I can only pray that no crashing bug sneaked in. The seals aren’t super clever with their escape route, but considering the whole seal movement and decision code was implemented so late it could have been much worse.  By copy-pasting the player movement code (no times for proper abstraction!) they ricochet on water surface just in front of you, which looks pretty good. I just wish they’d dive more often, and didn’t get stuck head on in the mud. But I was too hurried to  investigate why the code I added to take care of that didn’t yield the intended result. Anyway, I really wanted moving enemies, otherwise the game felt really too cheap, and I have them!

Here’s the lastest anigif of my game in action:




Posted by
Sunday, April 27th, 2014 1:51 pm

People asked for blood, and I was told by a knorke to look into Löve particle system, so today was spent playing with particles. Gameplay is unchanged. Current version here.

Well, I still have four hours left to make it more interesting!








Roughly a game

Posted by
Saturday, April 26th, 2014 5:33 pm

Well, it’s getting late, so I’m going to bed. I just reached the point where what I’ve done can (barely) be considered a game. You’re an orca, swimming beneath the surface, and the goal is to jump, land on floes, and catch seals.

Of course, I planned the game to be better (wanted preys to flee, wanted to add fishs,  etc…), but you know how hours flies!

Can be downloaded here.



















No idea if I’ll find time to code some more sunday.

It’s going slowly

Posted by
Saturday, April 26th, 2014 1:49 pm

So, my plan is to make a game about a killer whale hunting seals under breaking ice floes.

So far I implemented player movement: swimming in water, jumping in the air, bumping into ice blocks or skidding on them. I still have no idea if I’ll end up with something playable in time.


































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