August 24th-27th 2012 :: Theme: Evolution

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The World Tree

by shinD - 48 Hour Compo Entry

The World Tree is a platforming adventure in a mystical setting. You, as the spirit of unevolved lands, must face dangers of Deconstruction as you collect the six artifacts required to evolve the World Tree in to its true state as the focus of all evolution!

There's a Windows executable available that should work as is. OSX/Linux should work in theory, but you do need python 2.7 and pyglet 1.1.4 to run it. I haven't been able to test it. Sorry about this.

This game is created with python 2.7 + pyglet 1.1.4, using OpenGL.
Audio tools/instruments used were sfxr by DrPetter and Massive from Native Instruments, Renoise and Audacity.

I had a lot of fun making this game and felt that everything went fairly smooth! It's my most complete Ludum Dare to date for sure!

It's not absolutely spotless though, there are lots of things that could be improved. The code is very, very messy with gigantic classes, the rendering is done via immediate mode quite inefficiently, collisions do occasionally glitch. lack of content and so on. Consider it a prototype.

As a sort of weird little quirk, all graphics are generated in code. I just didn't want to draw. So there.

I hope to maybe be able to clean this one up a bit and add some content - it is on very short side as I didn't bother to create a level editor and writing levels into lists is a pain :p Hopefully it at least provides a feel of what it could be.

Again, there might be an issue with performance. I've only been able to test it on one system. Let me know.

Anyways, have fun and thanks!

Downloads and Links




BMacIntosh says ...
Aug 27, 2012 @ 4:19am

Nice. I like how the graphical style is so simple, yet so polished. I also like your innovation on the "jump" mechanic - the puzzles could have taken advantage of this more. A cool experience.

bvanschooten says ...
Aug 27, 2012 @ 11:10am

Very atmospheric. Couldn't figure out what the artifacts do. I got stuck after picking up the third artifact (could not get back through the maze).

shinD says ...
Aug 27, 2012 @ 11:22am

bvanschooten: You can get back by floating up to the maze roof via the block next to the third artifact - well, that's the intended path!

shinD says ...
Aug 27, 2012 @ 11:26am

BMacIntosh: Thanks, I wish I could've done more with the levels and puzzles. I had lot more comprehensive ideas, but in the end had to scale my design back. That's something to work on for sure.

dredlockz says ...
Aug 27, 2012 @ 11:44am

fantastic level design, the ramp in difficulty was really well executed, and loved how you could get back easily after getting all the way there, avoid frustration.

Vordux says ...
Aug 27, 2012 @ 2:05pm

Something very unique and interesting about this game, albeit simple, you capture a variety of definitive elements that worked harmoniously together.

I loved your particles, and various touches to the graphical side of the game, I'll have fun reading the source code.

Excellent game.

Krise20 says ...
Aug 27, 2012 @ 2:37pm

I really like this, the level design, objects and enemies were very unique, and you use sound very well to your advantage, it gets you right in the zone. Completed it, love it

reverso13 says ...
Aug 27, 2012 @ 2:56pm

Nicely done. I was absorved into the atmosphere until I got a bug that didnt let me move. Great game

juaxix says ...
Aug 27, 2012 @ 2:59pm

Kinda boring, this the evolution of the soul?

Khayet says ...
Aug 27, 2012 @ 3:07pm

Great Atmosphere! The end sequence was beautiful! *.*

vidarn says ...
Aug 27, 2012 @ 3:22pm

This was great! Challenging, fun and pretty. Loved it!

tompudding says ...
Aug 27, 2012 @ 4:34pm

Fantastic level design, the whole thing really ties together well, jolly good show

Aug 27, 2012 @ 5:30pm

It's really good, but i didn't understand the theme evolution in the game, sorry..

Lucariatias says ...
Aug 27, 2012 @ 5:36pm

Traceback (most recent call last):
File "/Users/ross/Documents/LD24_playtests/shinD-evolution-ld24/", line 1, in <module>
import pyglet
ImportError: No module named pyglet

Maacus says ...
Aug 27, 2012 @ 5:59pm

Nice mood and style. And the ending was beautiful. Maybe a bit boring though, could have used some more game mechanic to make it more interesting.

Jeremias says ...
Aug 28, 2012 @ 12:45pm

Here's my feedback :)

- Your minimalistic visual style creates a nice mood
- The controls are smooth
- The difficulty should raise after getting the first or second artifact, e.g. more hurting enemies to avoid (I know that someone said the opposite ^^)
- If you progress with this game, I would add more game mechanics like the flying
- Respective expectations using controls: After I clicked on the first artefact to get the new ability, I expected that clicking on the others should give me a new ability, too (little detail)

rwos says ...
Aug 28, 2012 @ 1:45pm

The sound-based gameplay is very cool. Sadly, it died on me in the fourth level. Here's the traceback:

Traceback (most recent call last):
File "", line 424, in <module>
File "/usr/lib/pymodules/python2.7/pyglet/app/", line 264, in run
File "/usr/lib/pymodules/python2.7/pyglet/app/", line 82, in run
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/", line 1169, in dispatch_platform_event
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/", line 1326, in _event_key
text, symbol = self._event_text_symbol(ev)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/", line 1262, in _event_text_symbol
symbol = ord(unichr(symbol).lower())
ValueError: unichr() arg not in range(0x110000) (wide Python build)
AL lib: ReleaseALC: 1 device not closed

Still - well made! The visual style is simple, but fits perfectly to the game. No performance issues on my old Thinkpad (Linux, with on-board Intel graphics).

Gungnir says ...
Aug 28, 2012 @ 3:36pm

Very nice moodpiece.
I got a little annoyed with getting bell 4, I just wanted to enjoy, not die :P
Thanks, good job.

shinD says ...
Aug 28, 2012 @ 3:51pm

rwos: Hmm, that's odd. From the traceback, it seems to be a problem with pyglet itself not understanding some input or something. Interesting.

thejackimonster, juaxix: It's not as apparent as I had hoped, I agree. The main focus with the tree is more "growing" than "evolving" which I realized pretty far in. ...You could say the terrain is evolving..?

Jeremias, Maacus: Thanks, actually you don't receive any new abilities really, it was just a way for me to do the ingame tutorial somehow :p But yeah, I'd include more mechanics if I get the chance to work on this further!

Lucariatias: Which version are you running? Source doesn't include pyglet, which should be installed separately for python.

Everyone, thanks for your comments. Keep them coming, I will make sure to play each one of your games as well (if I possibly can, hardware wise!)

timtipgames says ...
Aug 28, 2012 @ 4:37pm

Very nice atmosphere. I also liked the gameplay and the endsequence. Some sounds were rapidly interrupted some times. When I played the first time, the third bell didnt appear. I restarted the game and I was able to finish it.

Aug 28, 2012 @ 11:12pm

This is really nice, I like how I had to approach the bell at first. The strobing gives me a bit of a headache after a few minutes though.

The sound ambiance is really delicious here, though. If you come across the top of the maze the next time, you get stuck on the red box, though.

The PC also has a chance to glitch out near the boxes after the fifth bell.

AMSmirnov says ...
Aug 29, 2012 @ 6:56pm

It's very quiet game for. Boring tutorial in the beginning, but then very nice.

Mach60KAS says ...
Aug 29, 2012 @ 7:12pm

Getting caught by a nightmare square through a wall was easily the low point. Still, interesting concept. :)

X-0ut says ...
Aug 29, 2012 @ 8:37pm

This would not start up for me (win7 64bit). All I got was a blank console screen.

raohmaru says ...
Aug 30, 2012 @ 1:27pm

I finished the game, then reached Nirvana :)

Benjamin says ...
Aug 30, 2012 @ 1:56pm

Good vibes on this game :)
The fade in and fade out sound of red things sometime glitch and become very loud even If I'm far from them.
The tune of bells was very pleasant to hear.

daydalus says ...
Aug 30, 2012 @ 4:23pm

I like what you did with sound and particle effects in this game. Has a very unique look. I also liked how it wasn't a standard platform jumper but the player could sort of float around. Nice work on this -

Gidaio says ...
Aug 30, 2012 @ 4:53pm

I enjoyed the graphical style, and the music was well done, although the sound the red things gave off was really quite annoying. Unfortunately, I don't really see how it had anything to do with evolution...

DevWouter says ...
Aug 30, 2012 @ 4:58pm

Nice game, the bounding box of the blackholes is a little bit to big since they captured me while there was still a huge wall in between but overal nice execution

DaveDobson says ...
Sep 1, 2012 @ 7:08pm

I appreciated the simple art style with cool vector/particle graphics on top to give it class. The mood was very neat; abstract and unusual. The game part was mixed for me - it was interesting to have the different challenges, but the biggest difficulty for me was figuring out what my abilities actually were (re: the unusual jump/fly mechanic) and how the invisible forces of the red things would affect me, and from how far away. The last couple of levels I must have died 15-20 times each, and that just got frustrating - I'd rather be fighting monsters or plot than just my misperception of the controls and the size of the enemies. But it was fun, complete, mysterious, and cool, and I enjoyed it. Sounds were very cool too, and I liked the changing volume as you approached things. Nice work!

Threef says ...
Sep 1, 2012 @ 7:43pm

I loved how red blocks make sound when you near.

Will Edwards says ...
Sep 1, 2012 @ 9:02pm

Exceptionally atmospheric and spiritual-feeling!

shinD says ...
Sep 8, 2012 @ 1:30pm

Thanks everyone taking time to comment! Keep the comments & criticism coming, it'll all help going forward!

@timtipgames Yeah, sounds being interrupted was a quick fix to another bug, where sounds would keep playing if the game moved to another state and I didn't fine tune it really.

@ButtercupSaiyan Yeah, I figured the strobing might be an issue for some folks and I tuned it back a few times to make it more subtle in order to not cause discomfort. I'm planning to introduce a more elegant, smoother system in my post-compo version, now it's just flashing randomly which partly is contributing to the problem I'm sure.

About the black holes, yeah, the force is supposed to slowly pull you in from far away with increasing acceleration, but it is a bit glitchy & unpredictable due to the implementation being far from elegant. It feels a bit random and like many of you said, it is quite hard to figure out the safe zone. I'm going to rewrite the whole system when I get to it.

pighead10 says ...
Sep 11, 2012 @ 8:08pm

I could fly right past a lot of the obstacles - it was flying, not jumping. The simplistic graphics were nice and the sound effects were great.

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