August 19th-22nd 2011 :: Theme: Escape
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Globular Prisonbreak!

by Edsploration - 48 Hour Competition Entry

My game is called "Globular Prisonbreak". It's an action-puzzler about speed, precision, space, and color. A Blob creature, known as Bloopie, makes its escape from a Gnomish prison. There are 27 short levels in this frantic tetris-meets-frogger arcade.

The idea is to dodge globular bullets coming at you from all sides as you make your way to the top of the level. If you are hit, the glob attach to Bloopie, becoming an extension of its body. So just don't get hit right? Not so simple... Blocking your path are laser force field gates which must be disarmed by sacrificing an exposed glob of matching color from Bloopie's body. Don't have the right color handy? Just absorb it from the bullets. But here's where it gets fun--the glob bullets are initially all grey. An absorbed glob adopts the color of the floor tile where it was absorbed! Pay heed to next color you'll need... and get the bullet in the right spot! Stay thin or get stuck and crushed in the stone gateway exit.

What I used to make this game:
A netbook.
Flash Develop
Flex compiler
Flixel 2.55
A desktop with crash-a-lot hardware (for music/graphics).
Pxtone (ptVoice and ptCollage)

Now a few notes on my first experience with Ludum Dare:
I've been wanting to compete in ld48 or the jam for a few years now, but haven't had the time. I wasn't really prepared for this one either... I just stumbled here in the first several hours of competition and decided to join in. I'm so glad I did--it was a blast!

Unfortunately my first game could not be polished as well as I would have liked before presenting it. There are some bugs, although the whole thing is quite playable and enjoyable throughout. I never did beat it in development, although I have just now for the first time while writing this... so you can except it to get quite challenging. Some honest advice: The game will tend to hide its bugs if you don't mash keys. Keen sight and a little hesitance will escape through the final 10 levels.

I'm especially proud of the idea this game presents. I plan to improve on it in the future, starting with some fixes and features that didn't make the 7pm (PST) contest deadline.

And last but not least.. I'm VERY MUCH looking forward to trying out YOUR games over the next few weeks!

Downloads and Links




GigaClon says ...
Aug 23, 2011 @ 12:04am

nice concept but the game itself could use work. Also I could just rotate myself past most of the goals.

wbobeirne says ...
Aug 24, 2011 @ 4:32am

A great concept, but unfortunately just devolves to me brute forcing and rotating like a mad man. Could use some work on making the strategy of making colors a better option than just mashing Z and X.

Edsploration says ...
Aug 24, 2011 @ 7:56am

Thanks for the comments! They Match my thoughts on it so far. Actually I tried last minute to fix the brute forcing past barriers but ended up breaking rotation further.. changed it back and resulted in more bugs overall. This was my first ludum dare so I'm happy regardless of the initial result. :D

AJMilsom says ...
Aug 24, 2011 @ 5:04pm

interesting concept, i got really confused tho in level4 i think it was or 3, where i was getting hit and the colour didnt turn into the same as what was under it, restarted and it gave me a different set of barriers and i got past tho

summaky says ...
Aug 27, 2011 @ 11:39am

Not really challenging. Sometimes, I could simply rotate and move past the lasers.

refrag says ...
Aug 28, 2011 @ 12:25am

Interesting concept but I got overwhelmed and confused.

Shadow says ...
Aug 28, 2011 @ 5:59pm

Quite creative. I think it would benefit from a tutorial or something because it can be confusing at first. Liked it though.

ratking says ...
Aug 31, 2011 @ 12:58pm

The game is cool for a first LD entry and you should continue working on it.
Especially because this is a very original idea. The first time I started it (without reading the manual), I thought it's some kind of Tetris/DrMario/etc. kind of game (of course, I didn't know what to do, e.g. that I have to escape through the hole in the north). But after reading the description I saw that there is more to it.

TBH, two things can be improved: 1) The rate the gnomes are shooting from every side is too high, and it destroys the tactical potential the game has. 2) I think it's a little bit strange that the color of the floor defines the color of the next blob. Why didn't you just let the gnomes shoot different colored blobs? Well, of course, this would change the gameplay, so I don't know if you already considered it.

These are my thoughts to it.

Codexus says ...
Sep 11, 2011 @ 10:04am

A very original idea, it's fun while trying to figure out how the game works after that it gets repetitive though.

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