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    Ludum Dare 22

    December 16th-19th 2011 :: Theme: Alone

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    Lonely Planet - nddrylliog - Jam Entry

    Lonely Planet is a platformer where you have to feed a planet with baddies until it lets you escape in your small rocket ship. Levels of increasing difficulty give you excuses to jam at your keyboard in a desperate attempt not to get crunched into bloody pieces by the flock of baddies. You'll have no choice but to ride them if you want to attain the high places where you rocket ship might have hidden!

    Game controls

    Left/Right arrow = walk
    Space = jump
    Backspace = try a level again

    Level editor controls

    F12 = switch editor mode on/off

    In idle mode

    F1 = load level (esc to cancel, enter to confirm)
    F2 = save level
    F3 = rename level
    F4 = change minimum kills to win
    F5 = change welcome message
    F6 = change win message
    F7 = change next level (enter "<win>" for last level)

    In drop mode

    Left/right arrow cycle between droppables
    Right click also cycles between droppables
    Left click drops

    Start and end points are unique, you can drag them around as
    you want (useful for end point to position the rocket ship right)

    Vacuums are oriented, click to position, hold and drag to rotate
    it the way you want.

    Swarms can be sized however you want, click to position, hold and
    drag to change the radius however you want.

    In decor mode, use 'F1' to choose your own svg file. There's no way
    to move a decor once dropped, sorry (we had to edit json files by hand,
    it's pretty cool)

    Config file

    You can adjust the resolution with screenX/screenY,
    and change the initial level (see comments) in alone.config

    View nddrylliog's journal. | View all entries by nddrylliog




    nddrylliog says ...
    Dec 20, 2011 @ 3:37am

    Video of full gameplay available here: http://www.youtube.com/watch?v=66pzi33pzfU

    whilefun says ...
    Dec 20, 2011 @ 10:41pm

    Linux only? :(

    nddrylliog says ...
    Dec 20, 2011 @ 11:19pm

    @whilefun Working really hard on a Win32+OSX port :) Come back in a few!

    nddrylliog says ...
    Dec 21, 2011 @ 1:34am

    @whilefun Windows build is out!

    Dec 21, 2011 @ 2:41am

    Very nice on the visual side. With some sound and level design this could be very good indeed.

    nddrylliog says ...
    Dec 21, 2011 @ 10:46pm

    Mac version has been updated with a full .app, should work on everyone's system, thank @_romac!

    whilefun says ...
    Dec 22, 2011 @ 1:07am


    Super neat concept, and interesting graphical style :) I played for a bit but kept clipping out of the level and dying on the "first real mission, don't disappoint". Fun though!

    nddrylliog says ...
    Dec 22, 2011 @ 5:21am

    Aww, sorry to hear that whilefun :( I wish I had more time to tune the ghost collision tiles on the levels but I swear most of them was like "OMG DEADLINE AHEAD" and I just had to rush through them as my artists were giving them to me.

    I swear it's possible to play through all levels and win tho :) Several friends of mine did. Thanks for the review!

    Urfoex says ...
    Dec 22, 2011 @ 4:41pm

    $ ./alone
    ./alone: error while loading shared libraries: librsvg-2.so.2: cannot open shared object file: No such file or directory

    But I have librsvg2-2 installed.

    "alone" seems to need a 32Bit version.

    Could you please also provide a 64Bit of "alone"?
    (Just to lazy to compile by myself :D)

    +1 for having a Linux build.

    nddrylliog says ...
    Dec 22, 2011 @ 7:15pm

    Urfoex: oh right, the first build was 64-bit, and then I built a 32-bit one, and forgot to add alone64 there ;) Will do tonight.

    nddrylliog says ...
    Dec 22, 2011 @ 8:07pm

    Urfoex: just changed the Linux link to point to alone-0.4.2-linux-universal.tar.bz2, which contains an 'alone64' executable. I've built it on my VPS so haven't tested it, can you report back if it works? Thanks!

    philhassey says ...
    Dec 23, 2011 @ 3:03am

    Didn't work on my OS X.

    caranha says ...
    Dec 23, 2011 @ 4:38am

    Sorry for the delay, I didn't check twitter until now! >.<

    I think you have a collection of good ideas in this game: Attracting enemies to traps/player becomes invisible when idle/the general idea of a hungry planet.

    I found a few quirks in the game though:
    1- in many places, it was possible to glitch through the walls of the levels and fall into "crazyworld"
    2- It was a bit hard to tell when you could and when you couldn't go through the green vents.
    3- The collision detection is still a bit wonky, it was really hard to navigate the platforms even in the first "true" level.

    Add some sounds, animations and balancing, and you will have a great game based on these ideas you have!

    ziomorti says ...
    Dec 24, 2011 @ 11:14pm

    Hmmm.. I had to play the game twice to make up my mind about it. The overall idea is nice and the mission system kind of works. But I think that since you have really nice sprites there, having animations and sfx could have really made this game "something else" (but it already shines from other generic platformers). Still, nice work for me.

    nddrylliog says ...
    Dec 25, 2011 @ 1:44am

    @philhassey The current OSX builds requires you to 'brew install cairo sdl' first. Sorry about that! We've been trying to get a universal version working but without luck so far.

    @caranha No problem, thanks a lot for testing! Indeed, collision detection is way glitchy. If you look at the level editor videos, you'll find out pretty quickly why :) (Invisible rectangular platforms). That's one of the thing I had to rush through to get a full game working in 72h. Hopefully better next time! As for 2- it's fun that you tried! I'm pretty sure you're not supposed to go through any of these, but the fact that you tried makes me think that it's an interesting gameplay idea :)

    @zlomorti Thanks a lot for testing! I also wish we had time for animation, SFX and music. As it turns out, doing an LD entry in ooc meant testing a whole new software stack I have been creating myself (as opposed to going for Flash/Unity3D/GameMaker/whatever) and that meant less time to spend on the actual game. A decision I do not regret, since I'll have more time to prepare the tech for the next Ludum Dare, now that I know it's possible :) Thanks for the review!

    pighead10 says ...
    Dec 30, 2011 @ 2:48pm

    A few gameplay tweaks could have made it more interesting, but I liked it

    SonnyBone says ...
    Jan 4, 2012 @ 1:01pm

    The collision is very spotty.. and I fell through the floor several times. The graphics are nice, but the lack of animation and the 'cutout' feel of everything really holds it back.

    J says ...
    Jan 6, 2012 @ 1:48pm

    $ ./alone64
    [Fri Jan 6 13:46:34 2012] [INFO] [Input] Input system initialized
    [Fri Jan 6 13:46:34 2012] [DEBUG] [Sprite] Loaded svg asset assets/svg/health.svg (size 23x23)
    [Fri Jan 6 13:46:34 2012] [DEBUG] [Sprite] Loaded svg asset assets/svg/score.svg (size 23x23)
    [Fri Jan 6 13:46:34 2012] [DEBUG] [Sprite] Loaded svg asset assets/svg/bloodScreen.svg (size 1920x1080)
    [Fri Jan 6 13:46:34 2012] [DEBUG] [Sprite] Loaded svg asset assets/svg/kitten_wShadow.svg (size 784x636)
    [Fri Jan 6 13:46:34 2012] [DEBUG] [Sprite] Loaded png asset assets/png/titleScreenBg.png (1920x1080)
    [Fri Jan 6 13:46:34 2012] [DEBUG] [LevelLoader] Loading json assets/levels/tutorial1.json!
    [LexingError]: Unknown token:

    ...I started compiling 32-bit libraries to try the 32-bit version, but it got really crazy and I ended up at lib32-avahi, which wouldn't install because of some conflict (with my 64-bit Avahi, I guess) and I gave up.

    summaky says ...
    Jan 7, 2012 @ 5:57pm

    Very nice graphics! The theme is somewhat lacking for me, though; have a "lonely" in the title or name of the planet is not enough in my book. Sorry.

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