About Jpfed


Jpfed's Trophies



scionkiller says ...

Really well done, enjoyed the game. Like the fact that there are configurable options. Graphics and effects are suitable, and the sounds are good. Menus are nice.

hamburger says ...

That was fun, thanks. I was confused by the timer - in the 1 player context, what's the point of a timer?

muku says ...

Really enjoyed graphics, sound and overall polish in this one. Gameplay rules seemed a bit too random to be really meaningful, but I probably missed something. After playing twice (winning the first game by more or less blind fumbling, drawing the second one), I failed to see any deep strategy. Then again, two games is probably not enough for a board game like this. Liked it overall.

Hamumu says ...

As a game, it seems pretty boring. As a product, it's really well polished, lots of options and stuff. I was glad when I finally discovered the space-to-skip feature. That made it feel a lot more exciting, but I think the rules themselves make it pretty dull too, just not a lot of smart choices to consider. I wonder how it would be if you could set as many moves as you wanted (as many as you could enter in the given time)... a lot more frantic! Probably not real thinky.

Endurion says ...

Very polished, the game play could be enhanced maybe.

agj says ...

Having both players play simultaneously eliminates the first turn's advantage. Actual board games can't get away with that!

ondrew says ...

Nice board game, but the fact, that you play simultaneously and large number of pieces make it a little more of an action game than logical puzzle.

Tenoch says ...

Very nice tiles and sound effects. I'm not a big fan of randomness in board games, though, so I didn't like too much the wall part. Maybe with a little more complex set of rules, better strategies could emerge.

DrPetter says ...

Why wouldn't my move apply directly as I clicked on the destination tile? I figured out that I could press space to skip the timer, but that's really kind of inconvenient.
The instructions page was way too wordy for such simple gameplay. You could have said the same using 1/3 or 1/4 the text. I almost couldn't bring myself to properly read all of it ;)
Can't say I spent too much time strategizing - I mostly just performed the most immediately attractive move until I lost... I'm not much of a board game player.
Presentation was overall rather polished and crisp though.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Time lapse should be one word

Posted by
Monday, April 20th, 2009 10:45 pm

Crush – final

Posted by
Sunday, April 19th, 2009 5:17 pm

Sorry for the ginormous download (11MB!).  You can find it here: http://jerryfederspiel.org/exes/Jpfed_LD14_Crush.zip .  The .zip contains a Windows .exe and all required .dlls.  It also contains a .love file, which is just a renamed .zip of the game source and all of the graphics and sound files.  Anyone with LOVE installed can run the .love file, regardless of their host OS.

Crush is a pseudo-board-game in which you try to outlive your opponent.  You do this in two ways: 1. Capturing your opponent’s pieces and 2. be better than you opponent at avoiding getting crushed by the wall.  In the style of RoboRally, everyone (you, your computer opponent, and the wall) simultaneously and in secret chooses how to act, and then your decisions are executed simultaneously.  Unlike RoboRally, you have a limited time in which to choose your action.

Screenshot of Crush

The game controls are mouse-driven and should be pretty easily discoverable, but there are a few undocumented keyboard shortcuts you might want to know:

  • “r” reloads the game
  • “q” or escape exits the program entirely
  • spacebar ends the current decision-making period and enacts everyone’s current move choices (and if they haven’t made a choice yet, they don’t move at all for this turn)

Taking it easier

Posted by
Sunday, April 19th, 2009 12:37 pm

Almost done.  Added sounds and music, but they still need just a tiny bit of tweaking. It’s also now possible to play on large boards:

A 24 x 24 board

My fiancee provided lunch- burritos:

Burrito-making supplies

I guess I should also make the game recognize when you’ve won or lost 😛

Crusher moving inexorably forward

Posted by
Sunday, April 19th, 2009 9:12 am

So it’s animated and playable.  I’m not sure how well the concept actually works as a game, for a few reasons.  The whole idea of “everyone declares their attacks and then they are executed simultaneously” is interesting, but it doesn’t fit into any preexisting molds in my brain.

In terms of how the game plays, there’s so much surface area between players that it feels limiting that you can only move one piece at a time.  Currently, the (dumb) AI opponent can deal with the situation and put up a reasonable fight, but if I make it so that people can input more than one move per turn it will complicate the user interface and I don’t think the “AI” could cope with the change.

I wrote music late last night, and while it works on its own as music it’s really not appropriate for the game.  I should do the sound effects first, then come back to the music with a fresh approach.

Everything\'s pretty much working but the audio

Everything’s too dark and drab.  I should make one of the tile types a little brighter for contrast.

The eternal sushi

Posted by
Saturday, April 18th, 2009 7:22 pm

I ate out with a friend who was visiting from out of town, and every aspect of the experience took longer than anticipated.  Still, feeling pretty good about the progress I’ve made so far (and what I got to eat).

Look on in envy, mortals!


Not playable, but showing something

Posted by
Saturday, April 18th, 2009 10:41 am

Random board generation is ready to go, with controllable piece density:

A randomly generated board

The idea so far

Posted by
Friday, April 17th, 2009 9:21 pm

I’m hoping to make a kind-of board game in which you must eliminate all of the pieces exclusively owned by your opponent.  A few possible twists:

A. After every few moves/captures, one of the sides of the board crushes inward, effectively shrinking the board as you play.  This one is pretty certain to be the case, for compliance with the theme and to make the endgame work.

B. it is likely that any given player will have up to 1 minute to input their play for this turn, after which point the moves take effect.  If you haven’t specified a move this minute, tough cookies for you; the other player will move anyway.  Perhaps both players specify their moves during this minute, and the moves actually take effect simultaneously.

C. Perhaps the board contains some pieces that both you and your opponent control (?).  Mutually exclusive with the simultaneous-action variant of B.

First attempt

Posted by
Wednesday, April 15th, 2009 12:58 pm

Hello! This will be my first LD entry.  Tools:

lua with LOVE (naturally includes SDL, OpenGL, Box2d…)

Photoshop CS2

FL Studio 7 (semi-expensive software sequencer and synthesizer)

Goldwave (shareware audio editor)


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