About muku


muku's Trophies

The Shopkeeper Vs. Demon Award for Making Me Swear At My Screen
Awarded by 5parrowhawk
on April 26, 2009



Arowx says ...

Found the pylon alignment a bit odd, hard to see which way they were going to align!? Like it!

LunarCrisis says ...

This was fun =). I particularly like the particle motion, it's very soothing.

The only thing I had trouble with was telling when things were destroyed, It would be nice for there to be some sort visual and aural feedback.

Radix says ...

This is pretty great.
I wish I'd looked at the readme and known that I could zoom.

Endurion says ...

Quite tough, i'm struggling at the second stage already.

agj says ...

Wow, tough. I did beat it, though! There was a lot of micromanagement involved in this game.

ondrew says ...

I managed to get to the fourth level, but then it became more about speed and less about puzzle.

Very nice atmosphere.

NiallM says ...

Wow, this is great! The first entry I've played that really grabbed my attention. I'm absolutely terrible at it though - I've only made it to level 2.

5parrowhawk says ...

Won. That was rough.

You win the award for "Only LD14 Game To Make Me Swear At My Screen", as soon as I get off my lazy butt and make it. Also, the only game to never get less than a 4 in any relevant category.

This is really excellent. It's not just about arcade-speed, although that is needed, but there's a certain economy of movement that the game stimulates - it has its own aesthetic of play. I am awed and humbled.

callidus says ...

wow that was a hard game, very well made and great idea! well done.

0rel says ...

very interesting game! difficult, and engaging in a positive way. genre: abstract realtime strategy puzzle? innovative... high entry level: it's difficult to get into the game on first try, despite the simplicity of the interface. but the rewards are real, once one solved a level, and sort of meaningful! universal patterns? deep gameplay. not shallow easy fun at all. a very impressive achievement for 48h! technically, as well as design wise. the presentation and the background story make sense too. this is great, really.
hmm, but first i didn't know what to write... cause i gave up several times, i couldn't get something out beside the nice space grids and music. - it needs really some dedication, like playing chess somehow. or any other good game. that's probably also the main problem. the difficutly curve is steep and starts already quite high. but i got into the last level right before, and it was a good experience... didn't felt like "wasted time", like playing many many other games does. (hmm, i accidently pressed esc twice there! ahh!). -- what could help to make playing easier would be maybe a 2-phase gameplay, i thought. taking the realtime aspect out, and construct the fences in save mode, but that wouldn't be as much fun... the last level is quite hard in that respect, the first couple of seconds really decide how it turns out, that's probably the biggest "gamplay bottleneck" i've spotted. but you have to replay the level anyway, so it's not really bad. - i like the idea to search for dynamic patterns, playing has it's own aesthetics, and the insights on structure/strategy can really make playing games a good thing! but it took a while to think like that about the game... what's not a bad sign, though. impressive!, i'll come back to it... will be interesting to see how long it will take till my neurons will break the first grids again :)

Entar says ...

Very cool, could use just a bit more polish maybe.

DrPetter says ...

I could only play it once. When I tried starting my second game I just got a frozen game screen. This happened even if I restarted the application.
I didn't manage to figure out how the barriers worked. I placed a good number of pylons but only at the very end did I manage to get any swirling particles, which I suppose I should have had from the start. The barriers seemed rather useless without them. Anyway, I can't seem to play anymore, so nyah!

(soundtrack made me want to play Metroid Fusion... overall very good polish/presentation)

jhauberg says ...

Very neat game. I liked the background music a lot, it was very fitting.

I didn't like the rmb-click-on-tile navigation. I felt like it would have worked a lot better if you could scroll by hovering the mouse cursor at the edges of the screen.

For me, the game itself got very difficult in lvl3, and, as noted by ondrew, the game lost the relaxed puzzle feel that I felt the first levels had.

I would also have liked a visual cue as to whether or not a pylon would be aligned with any other pylons before placing them.

SethR says ...

This is really good... I couldn't quite click fast enough to pass level 5. Good progression of difficulty with the levels.

I would have liked to see perhaps some kind of indicator to show a weak wall, like pulsing red or something.

Nice game, music added a lot!

scionkiller says ...

Great game, one of the best I've reviewed so far!

greencow says ...

whew, took some time to triumph in this one. 20 second hold time is excruciating. nice ambience.

HybridMind says ...

I read the readme and I still really don't get what strategy this game is supposed to use. It doesn't provide enough feedback in my opinion for me to determine what strategies are good or bad.

I was able to brute force my way past level 1 but get annihilated on level 2. I then went back and played level 1 a bunch to try and determine how it works but I still can't figure it out.

I would love to read a writeup or watch a youtube video on how this game is supposed to work from someone who is good at it.

Seems like people have really enjoyed it so I want to know what I'm missing.

Music is nice and ambient. The graphics are well polished and fit. The background story adds a sufficient wrapper.

Doches says ...

My only problem is the right-click-to-move-to business. And really, if that's my only problem you must be doing something right.

Way right.

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

The Triumph of Time 2.0

Posted by
Thursday, May 21st, 2009 8:29 am

Just a quick note to let people know that I’ve finished the post-compo version of The Triumph of Time from LD14. It has many more levels, a tutorial and a level editor, and hopefully a more forgiving difficulty curve. I’ve also implemented many of the suggestions people have been making.

It’s up on my web page, where I’ll also be posting updates to it.

A few strategy hints

Posted by
Tuesday, May 5th, 2009 8:02 am

UPDATE: Now with (spoilerific) screenshots after the break.

Since several people seemed to find The Triumph of Time pretty hard, I decided to give some pointers as to how to best play the game.

Let me describe the core mechanics of the game. As soon as you have built a pylon next to a star, it will extract particles from it at a fixed rate. The larger the star is, the more particles are extracted per time unit. Building several pylons next to a star will not increase this rate, the particles will just be randomly distributed over all pylons. The particles will then go on to more or less randomly distribute themselves along all barriers which extend from their current pylon.

At a fixed time interval (every two seconds, if I recall correctly), the cloud of antimatter will expand in every direction. It can only be blocked by having a barrier which is powered by particles in its way. However, for every grid cell along the barrier which the cloud tries to enter, one particle on this barrier will be destroyed; when all particles are destroyed, the barrier falls.

So here are some rules of thumb for successful play:

  • Try to tap each star at your disposal as early as possible, especially the large ones.
  • Try not to lose any stars to the cloud as that will severely cut your particle budget.
  • Do not build any superfluous barriers within your territory. Every particle that swirls around on a barrier which is not at the frontier does not contribute to your defenses and is essentially useless. So, try to keep the paths which transport particles to the frontier as efficient and short as possible.
  • Keep the frontier as small as possible. Every frontier tile (i.e., a cell on a barrier which delimits your territory from the cloud) will cost you a particle every two seconds, so minimize your surface. PRO TIP: It’s well known that the shape with the smallest ratio of circumference to area is a circle. It may help to keep your territory roughly circular.
  • I’ve found that once a critical barrier has fallen, it’s often very difficult to recover. It’s better to stake out your territory on the conservative side rather than lose it all.

I hope this helps a bit. After the break (SPOILERS): screenshots on how to solve the first four levels.


The Triumph of Time

Posted by
Sunday, April 19th, 2009 12:43 pm

NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.

I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)

The Triumph of Time

Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.

Quick instructions for the impatient:

  • left mouse button places pylons,
  • right mouse button scrolls,
  • mouse wheel zooms.

Windows binary (2.28 MB)



Very tired, but also quite proud right now. I actually made a game in less then 48 hours!

UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!

Eye candy

Posted by
Sunday, April 19th, 2009 4:37 am

So what we have here:

…is my latest screenshot. I think it actually looks pretty nice by now: we have an actual backdrop (thanks to Universe Image Creator), slightly nicer sun sprite, and scrolling/zooming implemented.

There’s also some more gameplay now, hardy visible in that screenshot though. This may still go somewhere after all; I’m very afraid of time running out though.

For now, I’ll make myself some tortellini though.

Let’s call it a night

Posted by
Saturday, April 18th, 2009 6:15 pm

Yes, that’s what I’ll do. Four in the morning is late enough (early enough? couldn’t even say). Here’s my last screenshot for the day:

Yes, that purple stuff is the wall of doom. What? Yes, I wish I was kidding too.

I’m a bit worried if I can make a finished anything out of this tomorrow. Still, good night everyone.

Reporting back on duty

Posted by
Saturday, April 18th, 2009 4:56 pm

I’m back! Casino was a smashing success (only lost 3€ overall, heh), ’twas nice to meet some people, and I feel moderately refreshed (considering that it’s almost 3 AM here). In fact, I feel good enough to code a little before I go to bed.

Taking a break

Posted by
Saturday, April 18th, 2009 10:05 am

I have to leave for a while (couple of friends want to go to the casino, really couldn’t deny them), but it’s just as well… I’m at a bit of a low point right now, don’t know if my game mechanic will ever work out. It isn’t even worth showing a new screenshot as so little visible has changed.

So, I’ll take my head off it for a while, have a couple of beers probably, and later we’ll see.

Is this going anywhere?

Posted by
Saturday, April 18th, 2009 6:42 am

New progress screenshot. I’m not sure if I’m going anywhere at all with this, but I just have to keep going.

Still no nice graphics and only basic interaction. Hmmmm.

Minor catastrophes

Posted by
Saturday, April 18th, 2009 4:27 am

My music just cut out. I frantically searched for the cause of the problem, tried Winamp instead of Foobar, checked the mixer, all to no avail. In the end I rebooted the PC because there’s no way I can work without music.

Then I realized my speakers’ power plug had come loose. D’oh.

In other news, I’ll probably go for a space theme now since that’s the only way a non-artist like me can make something that doesn’t hurt the eyes.

Hex grids, yummy

Posted by
Saturday, April 18th, 2009 3:10 am

Basic hex grid logic is working. Ahh, don’t you love the old-school strategy flavor that they radiate?

Yeah, it’s fugly. So what.

Now to actually come up with a gameplay idea. This is always the hardest part for me, I hope I won’t fail this time.

Currently making myself some spring rolls for lunch, hopefully they’ll inspire me.

Better late than never

Posted by
Saturday, April 18th, 2009 1:31 am

Hi all! This is my first post. I woke up at about 8:15 AM to check the theme and realized that it didn’t really appeal to me that much. So I slept over it a couple of hours more, it’s now 11:26 AM, and I decided to toss away my high ambitions and just make something for the sake of being able to enter in this frenzy at all. So, a little board game/RTS hybrid is my current crappy idea.

Just made myself a cup of green tea to get me started. My tools:

  • the D programming language
  • SDL
  • OpenGL
  • a couple of homebrew classes I regularly use for game programming; vector math, font rendering, that kind of stuff. No time to post that now, but it’s online in a couple of places, so may link to it later.

First step: read up on hex grids and implement one.

Playing right now: De Stijl by the White Stripes to power me for the day. This is exciting, let’s get started.

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