About sf17k


Ludum Dare 17
Ludum Dare 16
Ludum Dare 15

sf17k's Trophies

He Be Trippin' Award
Awarded by madk
on May 2, 2010
The Better Than An LSD Trip Game Award
Awarded by xeon06
on April 27, 2010



agj says ...

I like it in general; visually and aurally it's pretty tight. The game feels a bit like surfing.

SethR says ...

Nice controls, nice smooth experience, even without the polish of scoring and such.

Frimkron says ...

I like the way I had to use a combination of my own sense of direction and the direction of the sound in my stereo headphones to try and judge whether I was going in the right direction or not. Just one of the subtleties of the gameplay that makes this fun. The lack of polish is a shame.

DrPetter says ...

Smooth and pleasant movement. Okay graphics, while rather simple. Sound didn't "suck" on my windows machine, so that's good.
Like my game, yours would have been a lot more interesting with some kind of progress/score indicator so you can compare different runs. There's just no incentive to try again if you don't really know how much better or worse you're doing.
Vehicle physics/collisions detract a bit from the experience of solidity in that they allow the craft to dip down through the ground. Graphics-wise, pehaps you should have made the distance fog more solid to completely hide the terrain edge (or conversely extended the terrain until it got lost in the fog, if performance would allow).
In general the feeling is that the "game" part is largely missing. Adding a simple survival timer and game over screen would have made it feel a lot more polished.

Endurion says ...

Hard. Is the wall changing directions or is it just my orientation senses messed up? :)

It should really have a scoring system and/or a goal (like survive for 20 seconds or find the lost astro cow).

Hempuli says ...

This was great fun! Very hard, but very intense!

LoneStranger says ...

It's neat to drive the thing around the terrain, but without any secondary goal, it gets boring after awhile. Maybe collecting some kind of dots or something while running from the wall would give the player more of a purpose and a temporary reprieve. Also, you should have made more of a point to tell the player to have the sound on, so they can get that part of the experience. I didn't know about it until I read previous reviews and went back to check it out.

muku says ...

Oh wow, that was quite nice. Liked the flat-shaded visuals and the feeling of inevitability. Movement also felt very fun. A bit "more" would have been nice (collectable powerups to re-fuel your booster, scores, an actual goal to reach perhaps), and I felt it lacked in polish a bit (no main menu, sometimes I would go through the floor etc). Still, highly enjoyable entry, good job dude.

Oh, and, uh, that's one hell of an intimidating main loop ;)

noonat says ...

Love diving the vehicle and doing Dukes of Hazzard jumps. Wall was done nicely, and I liked the camera shake and noise effects from it. Game got boring for me after 1 or 2 runs, without scoring or objectives.

Entar says ...

Haha, at one point I boosted at full speed at a huge mountain, and it took 15-20 seconds to land. Cool idea, this could be really great with some more work.

scionkiller says ...

Hmm, Frimkron's comment is interesting. I was going to suggest that getting disoriented after a jump was one of my only complaints about the game. I'd like an arrow as a hint for where to head to get away from the wall.

Overall, though, it's good fun. Well done!

Morre says ...

I enjoyed this game for a while. The physics have a great feel to them! However, the lack of a scoring mechanism or goal hurts gameplay in the long run.

Well done! :)

ondrew says ...

The rough look and jittery movement gave it an awesome atmosphere. Without that it would have been half the fun.

I would have loved a direction indicator, which I need to follow to run away from the wall, that would made it way easier that distance meter.

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

DoomDrive Postmortem

Posted by
Tuesday, April 21st, 2009 1:06 am

Since I want to learn to write good blog posts, I would appreciate any feedback about which parts of the following post you found interesting. I tried to make it not dull. Hopefully you’ll learn a couple of new game design tricks or something. And if you’re not a programmer, just ignore any code, you won’t miss much.

The wiki mentioned that I should keep a log of some sort as I develop my game. I decided to write short entries in a txt file, then thought I would post it all when I was done. Now that my game is finished, I thought it would be a good idea to expand this short log into a full commentary-type thing of my Ludum Dare 14 experience. I will describe the development of DoomDrive in detail in the hopes that someone will find this interesting. Maybe this will make up for not doing a timelapse. Note: In this post, all times are EST and entries from the original log.txt file are italicized.

SF’s devlog

The first real language I learned was C++, I started learning it at age 11 when my older brother gave me a book about it. I didn’t know anything about compilers then so I couldn’t even write a program until much later, but I absorbed the information with great interest anyway. I love C++ for its speed and the amount of control it gives me over my code. When choosing graphics and sound libraries to start learning I did a few comparisons and settled on OpenGL with GLFW helper tools, and OpenAL. I haven’t had too much trouble with these (though my OpenAL knowledge is limited) and they’re what I know best so they’re what I used to make DoomDrive.

Car sketch

Saturday morning (18apr09)

2:40 – Forgot about LD for the past couple days, remembered it just now.
The contest began at 23:00 on Friday, so it was 3:40 in. I had decided to start developing a game (unrelated to any contests) a week before. It was to be my very first serious game (a space shooter, heavily inspired by the rather obscure Hell Fighter). I’d done enough half-projects experimenting with the aspects of game design – code structure, physics, graphics, art, sound, game theory, etc – that I knew I had a good grip on making games… I just hadn’t done it yet (other than a GameMaker game I made at 14, and of course Tetris). My problem was I never felt like doing anything. (more…)


Posted by
Sunday, April 19th, 2009 6:37 pm


Mama always told me to keep a safe distance between myself and the advancing wall of doom.

Navigate treacherous terrain while a giant wall of fire chases you at unreasonable speed! Increase your boost meter by getting rad airtime! And…that’s about it. All content including audio is procedurally generated, except the car model, which I punched in by hand. This means the filesize is small; the linux binary is 66 kB. Note: It seems I forgot to compile a linux version after my last change–putting in code to restart the game when you die and press space/shift. Also this doesn’t work like I intended on windows (restarts immediately if you’re boosting when the wall hits you). That and the fact that there’s no scoring are the biggest problems. I’ll do a postcompo version with some more polish later.

Controls: up, down, left, right to move. shift/space to boost.


Official entry: Download 256kB (win32,linux)

DOWNLOAD THIS: Download 491k with DLLs (win32) if you’re not sure you have OpenAL. This is an update that’s way past the deadline, but it’s the same as above except with DLL files for audio.

Check out the postmortem for commentated journal and dev screenshots.

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