Ludum Dare 31
December 5th-8th, 2014

Ludum Dare 23

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

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Restless Island - Homletmoo - 48 Hour Compo Entry

... So it turns out the timelapse was of my second monitor. I'll post it anyway, but the majority of it is just skype.

Restless Island:

Made with Actionscript. Some of the tools I used were omitted from the in-game credits to save space. I'll list them all here.

Controls:

Up+Down: Navigate menu
Enter / Return / Space: Select menu / leave help or credits

A+D / Right+Left: Move
W / UP / Space: Jump

Tools:
Flashdevelop
FlashPunk
The GIMP
Ogmo Editor
Git Bash
bfxr
Chronolapse
WolframTones
Freac

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

Ratings

Coolness54%
#244Fun3.16
#327Audio2.73
#343Graphics3.06
#359Overall3.10
#414Innovation2.97
#540Mood2.52
#666Humor1.76
#705Theme2.45

Comments

Jeffalisk says ...
Apr 27, 2012 @ 3:43pm

Quite an interesting set-up for a platformer with the mechanic of falling down between islands. Also seeing the bullets' flight paths is an interesting touch. Got much easier when I figured out you can wall-jump!

ExciteMike says ...
Apr 27, 2012 @ 3:47pm

A score attack platformer full of homing missiles? This is so up my alley :)

jrasmussen24 says ...
Apr 27, 2012 @ 3:52pm

The mechanics felt decent, but there was no real indication off the bat what I was supposed to be doing. Eventually I worked out that I was supposed to be collecting coins and I could jump off walls, that made it a bit better.
Unfortunately though, this was a bit large for my monitor (1280x800 macbook), so I could never really see the whole game. On top of everything, running in Chrome, I was prompted every 15-20 seconds to "Kill page or Wait".

Homletmoo says ...
Apr 27, 2012 @ 3:57pm

Probably should have put wall-jumping in the help screen...
Thanks for the comment on the flight path though, I'm really pleased with how that turned out. They were, infuriatingly, far easier to implement than the bullets themselves. I spent a good hour looking for the right algorithm for their motion until I realised I had had it right from the start, just 90 degrees offset.

strega says ...
Apr 27, 2012 @ 4:21pm

Pretty interesting. I kept thinking that I could stand on those bridge looking structures in the game. I didn't know what my goal was for a while though. You should be controls and things in your game description :D

Homletmoo says ...
Apr 27, 2012 @ 7:07pm

Adding controls etc. now...

Draknek says ...
Apr 28, 2012 @ 3:46pm

Understood the goal easily enough.

Found it confusing that the rockets shake the screen when they explode. I thought I was being damaged.

Also found the death-by-falling-off rules very surprising. I would have expected you to just be able to wrap around as many times as you like.

Homletmoo says ...
Apr 28, 2012 @ 8:26pm

I originally wrapped around continually, but it made the edges of the screen very awkward:
1. It would have required some form of invisible boundary at the edge of the screen to stop you from going too far, which I'm not very fond of.
2. It looked really weird having the island pass by you several times, particularly after I added the clouds and the wrapping didn't look so smooth any more.

BlackBulletIV says ...
May 2, 2012 @ 8:48pm

Wow, nice job! After I figured out I needed to collect coins it was very fun. I do think it's a bit too hard though. Perhaps some more lives or something?

The graphics were pretty decent, though some corner tiles would've really helped. The audio's good too.

Well done!

Jack says ...
May 3, 2012 @ 2:26pm

damn fun game, got 120 on it, after a few tries. Personally, I'd have the rockets rotate with a set speed and move faster, rather than always facing you and having you keep your distance until they die of old age

Jack says ...
May 3, 2012 @ 2:29pm

Kinda weird how you have the kind of stuff that could be done with a random level generator baked as levels. Just seems like you're making extra work for yourself

Homletmoo says ...
May 4, 2012 @ 3:54pm

I tried procedural generation last LD. It did NOT go well.

philhassey says ...
May 6, 2012 @ 1:52pm

Pretty cool cloud visuals.

Jack says ...
May 6, 2012 @ 4:56pm

yeah, procedurally generated worlds were by far the most difficult part of my LD game. I've revised my ratings on this game, by the way, it's one of very, very few LD games that I've kept coming back to because I enjoy playing it so much

Hume says ...
May 7, 2012 @ 10:45pm

Many many thinkings about this game.

First of all, I thought, wow, that looks awesome. I really need to try Flixel next time.

I didn't really feel like I could jump safely from island to island. I read your explanation of the fall death mechanic, and it makes sense to me as a developer, but to me as a player, it doesn't really. There are just some parts of the island where you fall and die, and others where you fall and live. And I made the same mistake as strega, thinking the bridges were solid.

Okay, that's out of the way. Wall jumping is awesome, the coins are big and temping and easy to see, the "I warned you!" shooting mechanic is cool, I love the backgrounds, everything is smooth and controllable. No technical issues whatsoever.

Solid, fun entry. Thanks.

Homletmoo says ...
May 8, 2012 @ 12:04am

Thanks for the kind words. I'll try to stray away from awkward wrapping next time, and as for the bridges, I did intend to make them solid, but I didn't have the time.

Oh, and for the record, I'm using Flashpunk, not Flixel ;)

Jacic says ...
May 8, 2012 @ 10:34pm

Very fun, nice graphics!

summaky says ...
May 9, 2012 @ 12:48pm

At first I was confused what to do and just fell and fell until I didn't land and died. I guess the objective is to collect the coins, but I've spent 1/2 an hour already (without noticing!) and I only got to 100 points. I suck at this! :-P But I had fun nevertheless.

TobiasNL says ...
May 10, 2012 @ 10:58am

Figured the goal out within a minute.. as well as the wall jumping. I kinda liked the music and the sounds. The red lines were kinda vague to me though.. do they appear when a white line hits you?

Homletmoo says ...
May 10, 2012 @ 10:56pm

The red lines are tracking beams sent by the rockets. Both types of line are harmless, they're just an indication you have been shot at.

JellyFame says ...
May 13, 2012 @ 4:16pm

Very controllable. Very fast.
Add few more levels and you will have an extremely great game.

Sodaware says ...
May 13, 2012 @ 10:45pm

It reminded me a little of Super Crate Box. Really liked the graphical touches with the clouds, and the sight lines were a neat touch. Maybe a hint marker for the next coin would have helped, although the screen wrapping made finding coins a little easier. A couple of different levels and perhaps some enemies or abilities would make this a lot of fun.

Homletmoo says ...
May 13, 2012 @ 11:27pm

Coin markers were one of the things I would have added if I had the time. Not to mention the skill :P

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