Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

About Frimkron (twitter: @frimkron)

Entries

Frimkron's Trophies

The Disapproving Cat Disapproves This Theme Award
Awarded by GBGames
on August 21, 2010
The Black Badge of Zorkitude
Awarded by nilsf
on September 3, 2009
The Dwarf Award for the best Use Dwarf command
Awarded by Ariel Yust
on August 31, 2009
The Patented Safety Spike Award
Awarded by Hamumu
on August 23, 2008
Game Most Likely To Give You Motion Sickness Award
Awarded by dstrysnd
on August 13, 2008
The Stair Wars Memorial Trophy
Awarded by toasty mofo
on August 12, 2008

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
443545444
5445454535
445444125
554444433
442445443
443534334
4435352433
3225441344
5555454424
33343443
443534434
43454445344
334434434
434444423
334545443
4455444
43345544
4344451343
4455554534
4434453454
3334232333
3.903.623.624.523.764.43-3.004.053.243.65-

wonderwhy-er says ...

Cool art and effects. Tough some save points would make it more lasting. Didn't got too far but was interesting to look on all that :)

DrPetter says ...

LOVE!
This is great. I played for a good half hour despite some movement glitches and me falling down through the floors over and over again. I got quite far at one point - some place outside where you had to go down to get further up, but missed a jump and fell down 4-5 floors.
The most desperately needed feature is a \"safety net\" kind of respawn point preventing you from falling more than one or two floors. Either that or designing the map so that there are solid floors here and there that you can\'t fall past (should be possible to put them in where the normal path is on the other side of the wall). Having said that, I still have some appreciation for the hardcore ruthless reality of player vs level with no artificial means of help.
The actual controls were pretty good and worked well once learned (stop in mid-air before landing to avoid sliding etc), but they glitched a bit too much to feel smooth and comfortable.
Very nice overall though, best entry I\'ve played so far. The graphics change between outside and inside helps a lot to eliminate monotonicity. I\'m glad the traps don\'t hurt in this build :P

Notch says ...

Neat rendering, but a bit too aliased. The glitter hurt my eyes. Awesome main character sprite, and I liked the two different levels coexisting (inside/outside)

Failing a jump was punished far too harshly, imo.

Ariel Yust says ...

Lol I love your graphics :P intro screen looks great and the game too :)
just please make some shadows on the sides of the tower because it masses with my eyes XD
and when you get into the tower its just the tower with inverted colors :P and it doesnt rotrate like inside a tower...

any way everything was going really well and please leave the fact that I couldnt pass the game damn it! :P I rate this game high good job mate! :D

dstrysnd says ...

I agree, this is fantastic.

edwardoka says ...

Great looking game, spot on the theme, great art assets, love the psuedo-3d effect (although the tower warping effect really needs to be reversed once inside instead to not turn my brain to mush). Controls too twitchy at slow speeds (precision landings==sliding off).

kutani says ...

I love the little knight; he's so kyoot! Way hard though; the little guy is flightier than Samus in the first Metriod. I would have loved just one little jump sound for him, to solidify the adorableness. *hearts* Pretty fun!

keeyai says ...

Art is beautiful - the effect of going around the tower is cool, but is brutal on the eyes. That plus the very slippery controls make it a challenge indeed.

Endurion says ...

Lovely, Nebulus :)

The only nitpick i have to say is that the controls with the slow slowing down are the cause of bitemarks in my desk. It too often causes you to fall off a small ledge.
And good that you forgot to flag the traps back on; it's frustating enough as it is ;)

I like the idea of outside/inside, if only the inside scaling was somehow... different. It looks awkward.

nilsf says ...

Awesome graphics, but so punishing, why do you hate us? ;)
Overall fun game. I like it. (not sure I would if the traps worked :P )

Codexus says ...

Nice old-school effect. There is not enough friction so it's really hard not to fall and then you have to climb everything again.

Also I still had the annoying accessibility shortcuts of windows enabled so pressing shift repeatedly was a problem until I disabled it.

adamzap says ...

This game is wonderful. Graphics remind me of Maze of Galious.

So much fun. I love the rotating tower.

Hamumu says ...

Really cool and pretty, but wow, that's a whole lot of falling a long way down. A safety net as requested elsewhere would be wondrous. The slippery controls combined with the long long falls makes for a whole lot of needless replaying.

The indoor/outdoor effect is really cool too.

lexaloffle says ...

Wonderful title page and graphics. Having an inside and an outside to the tower which link up with each other works really well. I like the turning tower effect, but are the textures really projected onto a cylinder? It feels distorted to me somehow.

I don't mind falling down when missing a jump, but you could have been a bit kinder with your block placement! e.g.. having a few long horizontal spans every now and then to catch falling knights (to act as a sort of fuzzy save point).

jolle says ...

Dizzying. The simulating tower graphics thing is a good idea but something is wrong with it. Also kind of hard to judge jumps and stuff, don't know if it's because of that or it's something else. I didn't make it far.

MrPhil says ...

I really like this game and REALLY wanted to finish it, but I'm just not built to accept that much punishment.

Deepflame says ...

My first impression was "Oh god my eyes!" when it all started rotating, but it turned out to be ok after some time. I enjoyed it initially, but then it became a little too harsh for me. Other than that, it's a really cool approach of rendering the tower. :)

Morre says ...

Super cool character, very nicely animated. The graphical effect is nice but flickers a bit too much for me.
Gameplay was a bit too, uhm... flimsy? Not enough friction, perhaps. This makes the game very hard. I played it for a good while but never got further than the door to the inside some way up. Still, I like it. With a bit more polish, this'd be a great game. Nice title screen, by the way :)

pansapiens says ...

Wonderful, wonderful graphics. +Tech points .. the effect of wrapping the level around the tower is really neat, even if it has be done a few times before. No sound ?

Archive for the ‘LD #12 – The Tower – 2008’ Category

Annoying!

Posted by (twitter: @frimkron)
Monday, August 11th, 2008 10:47 am

I just realised that none of the traps are functional in my final entry – damn! I commented them out of the code at the last minute to test the final section of the game, and forgot to put them back in afterwards. Ugh, frustration.

Well, obviously it’ll be judged based on the no-trap version, but here’s a version with working traps anyway for anyone who wants to compare:

Tower Rescue v0.2

They actually make the game a hell of a lot more punishing, but that was how it was intended >:)

To Elaborate…

Posted by (twitter: @frimkron)
Sunday, August 10th, 2008 7:04 pm

Now that I’ve got the damn thing uploaded and tagged, I can write a bit more about it.

I managed to get a reasonable amount of level built, although I think some of the later parts may be questionable in their do-able-ness as I didn’t have a whole lot of time to test. Sadly I didn’t leave myself enough time to add sounds or music or even a proper ending really. If I find time to work on it some more afterwards those are definately highest on the to-do list. Some pickups and enemies would be good too. And some of the platform physics needs some tweaking.

All-in-all I’m pretty happy with how it turned out. While its very rough around the edges I had a lot of fun making it and it did turn out pretty much how I’d visualised it on saturday morning. In particular I’m quite proud of the title screen as its the first time I’ve really tried to paint in Gimp in that way.

There’s more I want to say about the game but I’m finding it hard to stay awake right now so it will have to wait until tomorrow.

Well done to all who entered – I can’t wait to start playing some of these :D

Cutting it Fine

Posted by (twitter: @frimkron)
Sunday, August 10th, 2008 6:56 pm

Phew!

Gotta get this post written fast.. uh here goes.

My final screenshot:

And link to the zip:

Tower Rescue

Spikey Hurty Things

Posted by (twitter: @frimkron)
Sunday, August 10th, 2008 5:40 am

The player can now actually get hurt on spikes and acid. I just realised how much like Lemmings Revolution this is starting to look… I’m going to have to think about doing some level building now.

Food earlier was mushroom soup:

Breakfast

Posted by (twitter: @frimkron)
Sunday, August 10th, 2008 1:41 am

Golden toasted flakes of corn drenched in ice-cold milk!

Some Progress

Posted by (twitter: @frimkron)
Saturday, August 9th, 2008 3:56 pm

Well I’ve managed to get the platform movement working and incorporated a nifty pseudo-3d effect with the tilemap, but I have a lot of work to do tomorrow. I’m going to call it a day and get some rest as I can barely keep my eyes open right now! A people seem to have had the same idea as me – a rotating platform game based around a tower. I guess great minds think alike :)

Way, Way Behind

Posted by (twitter: @frimkron)
Saturday, August 9th, 2008 10:49 am

First, stir fry:

As far as the game goes, I only have this screenshot to show:

Its a pretty much completely disfunctional tilemap and player sprite. You’ll notice the glaring pink instead of actual transparency, the missing rows of tiles on the right and bottom, and even the fps counter is wrong, seeing as the max should be 60. If this picture was moving you’d also see the player sprite move in the opposite direction to the left and right keys, with the same fixed graphic, while floating slowly down the screen like a feather and completely failing to collide with the floor on the way.

But as we all know, the best code always gets written at 3am, so I’m hoping I can still turn this thing around.

Yum

Posted by (twitter: @frimkron)
Saturday, August 9th, 2008 6:36 am

This was my lunch a couple of hours ago:

An out-of-focus cheese and onion toastie!

There’s nothing to show with the game yet. I’ve been messing about trying to get a damn fullscreen window open. I may actually start making the game soon. I should probably have used a game library to save all this time *eyeroll*

*Yawn*

Posted by (twitter: @frimkron)
Saturday, August 9th, 2008 1:08 am

Good morning everyone. “Tower”, eh. Hmm. I’ve got two ideas in mind at the moment; the first is a simple platform game and the second is more of a strategic defend-the-tower kind of affair. I think for the sake of keeping it simple I’m going to have to go with the platformer.

My weapons of choice are:

  • Java (going to use basic awt stuff for 2d rendering)
  • Eclipse IDE
  • Graphics Gale (for pixel art)
  • The GIMP (for any CG art)

and if I have time,

  • Cakewalk (for music)

This was my incredible breakfast of porriage (made with water because somebody used the last of the milk)

mmmmmm

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