April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Tiny the Adventurer

by onehandclap - 48 Hour Compo Entry

This is my second solo game, and my first go at Ludum Dare.
I quite liked the 'tiny world' theme, and hey... my game's world is so tiny it fits in a 480x480 screen! =)
No animations and no sound, because I was running out of time, but I hope to do better next time.
The game was made with Construct 2 and I used the ZX Spectrum's palette, albeit without the infamous attribute clash. =)

Please note that I uploaded a smaller version, with no changes at all (still no sound, no animation, no endscreen and quite a lot of bugs) right after the compo ended. I also uploaded the correct version of the source file, since I mistakenly uploaded an obsolete one. I hope that doesn't throw me out of the Compo. =P

Downloads and Links




drZool says ...
Apr 23, 2012 @ 10:54am

I get frustrated playing this. Sorry.

True Valhalla says ...
Apr 23, 2012 @ 10:55am

Way too hard for me. Not a fan of this type of game :(

keely says ...
Apr 23, 2012 @ 10:59am

This is what I would call a "troll game". What I mean is that the game trolls you :) And I love this kind of game. Hard and infuriating. Bittersweet even.

Graphics are ok and I like the Spectrum palette. Not too much innovation or interesting twist of the theme.

Anyways, kept me entertained for a long time. Good!

onehandclap says ...
Apr 23, 2012 @ 11:45am

I'm afraid I have to agree, the game is really hard. I didn't have enough time for tests, and by playing it again and again it appeared as not-too-hard to me in the end. I'm sorry. =|

onehandclap says ...
Apr 23, 2012 @ 11:47am

Thank you very much keely, I'm really happy to know you liked the game even if it's kind of imbalanced.
I really raced to complete it in time, so it's great having some positive feedback. As for the theme, I just made a tiny gameworld as I didn't have much time to think about it (I started working on the game quite late in the compo, since I had to work).
Thanks again. =)

Sanguine says ...
Apr 23, 2012 @ 12:10pm

That was really hard! I like the style of the game. It is okay for it to be this hard, but please let us save between levels.

onehandclap says ...
Apr 23, 2012 @ 12:21pm

Savestates, huh? That's a nice idea, it's a pity I didn't think about it. Thank you for your feedback! =)

Rectifier says ...
Apr 23, 2012 @ 5:00pm

But what if I DON'T want to be the guy?

That is incredibly mean. It managed to inspire me enough to make it to the second level before quitting and never wanting to play it again.

I suspect that was your goal. A job well done!

onehandclap says ...
Apr 23, 2012 @ 5:04pm

Nope, it wasn't my goal. I just didn't have enough time for accurate playtesting. Sorry. =|

nuprahtor says ...
Apr 23, 2012 @ 5:10pm

You should add checkpoints in every location.
It was too hardcore (but it was rather fun. I got past first location, then I died and, well, after that (5-8 tries!) I should play from the beginning...)

moop says ...
Apr 23, 2012 @ 5:12pm

Enjoyed the Spectrum style of it. Mission 2 was somewhat frustrating because there was no warning and no time to react to the falling blocks but everything else was tough but fair. :)
I would've played for longer if death returned me to the start of the current level rather than the start of the game.

onehandclap says ...
Apr 23, 2012 @ 5:13pm

Yes, the game needs checkpoints. Badly.
But I didn't have time to add them, I had quite some trouble finishing it on time and making it work. This is just my second solo game, after all. =)

onehandclap says ...
Apr 23, 2012 @ 5:15pm

@moop :
Thank you very much for your feedback. =)
The falling blocks appear slightly different from the regular ones, but I'm afraid it can't be easily seen. My fault, of course, but I'm as far from a graphic artist as the Earth is from the Sun. =D

Pixelulsar says ...
Apr 23, 2012 @ 8:26pm

Although a lot of people would get super frustrated at this game I loved it! However, Next time can I have more then one life? I gave up because it was a bit too punishing. Overall I think that its very good.

onehandclap says ...
Apr 23, 2012 @ 8:37pm

@Pixelulsar :
Great, I'm really glad you liked the game! =D
As for lives, you're right: next time I'll insert multiple lives for the player. Thanks!

azurenimbus says ...
Apr 25, 2012 @ 3:28am

I don't think multiple lives, but maybe start back at the room your in when you die?

Loved the game, the difficulty made me want to punch someone, but I loved it.

All of the traps have signs, and I absolutely love that they are hard to see at first, because it forces you to train your eyes, like a real explorer. So making the block too obvious would kinda go against that, I think.

I like this style, cause it isn't just about skill, but also attention, and patience. It's a little different from what most people would expect. I actually had an idea for a game playing this :)

azurenimbus says ...
Apr 25, 2012 @ 3:30am

Also, play my game and get equally frustrated as a payback :D

onehandclap says ...
Apr 25, 2012 @ 9:21am

@azurenimbus :
Thank you very much for your complete feedback, I'm happy to know you liked and appreciated the game. =)
And I also played and rated your entry, it's cool! =D

Lidfrid says ...
Apr 25, 2012 @ 10:52am

Yes it's hard, but i kinda like it! Respawn in the last room would be great :)

onehandclap says ...
Apr 25, 2012 @ 10:57am

@Lidfrid :
Yes, I guess some kind of respawn would have been perfect. I'll have better 'luck' next time. =)

Kassoon says ...
Apr 26, 2012 @ 4:20am

Ha, I love your Pitfall style graphics! The game was pretty tough, though only because of the limited movement space and large hitbox. I think with a smaller hitbox and a little more wiggle room it'd be very manageable. Plus when you make it to a new room and die you should start at that room rather than the very beginning. Beyond that though I thought the traps were neat, and I liked that you could see them coming if you paid attention.

onehandclap says ...
Apr 26, 2012 @ 10:23am

@Kassoon :
Thank you very much for your feedback, it definitely hits the right spots.
Regarding the hitbox, I actually made it smaller two or three times before settling for the final one, but the lack of space around the little man is still responsible for many deaths. =P

KunoNoOni says ...
Apr 26, 2012 @ 11:33pm

I like what I saw, I will have to come back to complete it. Good job!

onehandclap says ...
Apr 27, 2012 @ 7:37am

@KunoNoOni :
Thank you very much, hope you'll manage to complete the game. =)

cantorfew says ...
Apr 28, 2012 @ 11:33am

It runs very slowly for me for some reason. I don't think I can add much else to what has already been said (that it feels like the LD version of IWBTG and it needs checkpoints).

onehandclap says ...
Apr 28, 2012 @ 11:57am

@cantorfew :
Which browser did you try it on? I didn't receive any complaint about slowdown so far, so maybe I could run some more tests on your browser of choice.
And, believe it or not, I never played I Wanna Be the Guy. =D

Jhelle says ...
Apr 28, 2012 @ 12:06pm

I liked the game and its oldschool graphics. Although some traps were a bit too annoying, the screen is too tiny and didn't like how I had to start all over.

onehandclap says ...
Apr 28, 2012 @ 12:34pm

@Jhelle :
Thank you! The screen is actually too small for higher-res monitors, you're right. And yes, it would have been better with checkpoints. =)

Datamosh says ...
Apr 28, 2012 @ 12:35pm

Extra HARD, lol. But it's really challenging that way, and fun. I thought of this as an old school Indiana Jones/Uncharted/Pitfall series. I didn't get past level 3, but it's a nice work!

SLiV says ...
Apr 28, 2012 @ 12:37pm

This game got too hard too fast. I didn't realise you had to overcome one obstacle at a time at first, and the surprise arrows didn't really add anything. Also, the tiny graphics did little to add atmosphere; they just made the game harder.

Not a bad game at all, just not very enjoyable.

onehandclap says ...
Apr 28, 2012 @ 12:41pm

@Datamosh :
Glad to know you liked the game, even if it's definitely hard. And yes, Pitfall was a big source of inspiration. =)

@SLiV :
The arrows can be seen before they're launched, just look for their tips protruding from the walls. I agree that everything is very tiny, though, and so they can be difficult to spot. And thank you for your feedback. =)

naufr4g0 says ...
Apr 28, 2012 @ 2:04pm

Very fun! It looks like a Rick Dangerous with much more traps! :) I like palette choice.

onehandclap says ...
Apr 28, 2012 @ 2:07pm

@naufr4g0 :
Thank you! =)
Getting quite some comparisons to Rick Dangerous, one day or another I'll have to start working on the Rick Dangerous-inspired game I planned long ago. =D

basspenguin says ...
Apr 28, 2012 @ 5:43pm

Awesome level design! Quite difficulty though. Between the graphics and the difficulty it reminds me of a Spectrum game!

jwolf says ...
Apr 28, 2012 @ 5:48pm

It's a bit too difficult and frustrating for my taste, but nonetheless it's a solid game. There is a market for these kinds of things, so you don't necessarily have to make it easier, even if that was your original intention.

onehandclap says ...
Apr 28, 2012 @ 5:54pm

@basspenguin :
Thank you very much! I'm happy it reminded you of a ZX Spectrum game since that was what I was aiming for. =)

@jwolf :
You sure have a point there, thank you very much for your kind feedback!

DalsGames says ...
May 1, 2012 @ 5:14pm

Very hard game, not a big fan of this type of game, well executed thought. Should have used some more sound effects and graphics.

cadin says ...
May 1, 2012 @ 5:25pm

So hard! I finally made it past the first arrow after many tries. Then the second arrow shot me and I gave up.

onehandclap says ...
May 1, 2012 @ 5:25pm

@DalsGames :
Thank you for your comment! I should have definitely added sound and animations, but I ran out of time. =(

onehandclap says ...
May 1, 2012 @ 5:26pm

@cadin :
Just proceed slowly, and you'll be able to see the arrows waiting to spring! =)

Hazematman says ...
May 1, 2012 @ 5:27pm

I have to say I really like the graphical style of this game, but its waaaaay too difficult for me

onehandclap says ...
May 1, 2012 @ 5:30pm

@Hazematman :
Thank you! I'll make sure I have more time for playtesting next time. =D

someone says ...
May 1, 2012 @ 5:35pm

I think the difficulty was ok for the game style, restarting from the beginning every time was a little harsh though.
I got half way through the forth level before giving up.

onehandclap says ...
May 1, 2012 @ 5:37pm

@someone :
You're right, I really regret not having enough time to add checkpoints. =P

jimmypaulin says ...
May 1, 2012 @ 7:29pm

Really enjoyed this. The utterly unforgiving difficulty is just hilarious, very old-school. I find the traps fair, it is rewarding in the way that easier games or games that back off the difficulty are not. Would appreciate restarting at the room you died in though, don't really see the reason to go back to the very beginning, unless you are planning to port this to arcade cabinet and have people pump coins in ;)

onehandclap says ...
May 2, 2012 @ 10:30am

@jimmypaulin :
Thank you very much for your complete analysis, for your appreciation and for the idea of porting the game to coin-op format. =D

rvmook says ...
May 3, 2012 @ 11:06am

Way to hard for me. Checkpoints would be a great improvement

onehandclap says ...
May 3, 2012 @ 12:17pm

@rvmook :
Yep, we all agree on that. Including me. =)

rvmook says ...
May 4, 2012 @ 11:15am

If you're able to upload a post-compo version I'll try to get to the end.

onehandclap says ...
May 4, 2012 @ 12:39pm

@rvmook :
I'll try, but I haven't got enough spare time lately. =(

dr_soda says ...
May 6, 2012 @ 5:28am

This game is definitely an exercise in frustration. I did manage to make it to the second screen, but once I discovered that the game forced me to start all the way from the beginning after I died, I had to just close the browser tab.

On the other hand, the graphics are charming in their resemblance to a very old-school version of Indiana Jones.

Make A Game says ...
May 6, 2012 @ 7:06pm

It looked pretty great but if you're not going to give the player retries, you could at least reset the player to the start of the current level. Got to the end of the 3rd one, missed a jump and got kicked back to the title screen. I'd like to play a less punishing version.

onehandclap says ...
May 7, 2012 @ 9:21am

@Make A Game :
Yep, the difficulty level is definitely off. That's the result of lack of time and a general misjudgement on my part. =P

vrld says ...
May 9, 2012 @ 10:52pm

"Fun" is not the right word. But the game captures you. I couldn't stop until I got that damn grail thing. Well done :)

onehandclap says ...
May 10, 2012 @ 10:32am

@vrld :
Thank you very much! I'll try and also go for 'fun' next time, I promise. =D

homnom says ...
May 11, 2012 @ 2:45am

Whew... punishing!

onehandclap says ...
May 11, 2012 @ 9:59am

@homnom :
Yep, it is. =(
Hope I'll have more time for balancing the game, next time. =)

noddy2006 says ...
May 12, 2012 @ 1:54pm

I really enjoyed this game. I like the way the "cheap" traps made the game slow and methodical, and it had a really nice vibe - very Indiana Jones-y. The variation in the traps was appreciated, too (if you were to continue working on this game, I would focus on increasing the variety of traps in the game even further). I didn't think the gameplay was too difficult per se (balancing is a wee bit off though, I felt the third and fourth levels were too easy), but it could definitely do with checkpoints between levels, or a lives system.

I think you did a great job with the aesthetics - I love the way each level has a clear theme, despite the resolution and colour palette limitations. I think some really cheesy chiptune (to match the aesthetics) music and sound effects could make this really great.

All-in-all, well done!

onehandclap says ...
May 12, 2012 @ 2:03pm

@noddy2006 :
Thank you very much for your comment!
It hits the right spots and actually makes me want to go on with compos like this, despite being a noob. Thanks again! =D

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