December 14th-17th 2012 :: Theme: You are the Villain

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Kollum: The Pressure Valve

by ananasblau - 48 Hour Compo Entry

You are Kollum the Destroyer!

Back in ye olden days you hath brought Death upon the ancient underground Cite of Ludarume.

You have but one precious little thing left in this dark world: The Pressure Valve

But you lost your precious, near the Surface, where some adventurer by the name of Tombo found it.

You want your precious back and you must stop Tombo in his quest.

Created in LOVE2d, downloads available for all the platforms. Music is created with MilkyTracker and the sounds with bfxr.

Follow the future development on IndieDB:

Downloads and Links




leafo says ...
Dec 17, 2012 @ 7:59am

I played for about 15 levels I think. I was a little confused about what is supposed to happen. I collected pressure valves when I could but I couldn't tell if it had any effect.

Also I got this error after playing a bit:

DustyStylus says ...
Dec 17, 2012 @ 10:06am

This is quite fun, but am I right in thinking the randomisation means you can't win some levels? I started near a no-go area and any route around it meant Tombo getting all the treasures and reaching the exit before I could get near?

jahlgren says ...
Dec 17, 2012 @ 10:07am

I played through the game. But I could not tell if it had any effect collecting the treasure

TomK32 says ...
Dec 17, 2012 @ 10:27am

@DustStylus: Yes you are right. Some days you loose, some days the other guy wins. Just like in live.

Collecting treasures has no effect for yourself but Tombo won't be able to get it and score. Each level you have to look and think about what the best strategy is for this particular level.

Should I go near a treasure, wait for Tombo their to hit him, or should I just go to the exit before he does. And more.

@leafo: Quite a rare bug, I fixed it.

jmk says ...
Dec 17, 2012 @ 10:59am

Interesting idea. It seems as though the levels can be rigged from the start; either you'll beat Tombo or you won't because you move at the same rate.

In some cases I decided just to dash for the exit because I couldn't beat him to the valve ... I couldn't tell if there was a consequence to this, but it could make for an interesting gameplay idea: "do you go for the prize, or the exit?"

I also ran into a level where the exit couldn't be reached, though -- it was completely enclosed by walls.

TomK32 says ...
Dec 17, 2012 @ 11:08am

@jmk: If you use WASD and the arrows at the same time you'll run at the double. More a bug than a feature... And those bad levels, I consider them the final stand.

TuxedoFish says ...
Dec 17, 2012 @ 11:26am

Cool game and very innovative idea, the sound effects were good the ai made it quite enjoyable figuring out how to do it. The only place to improve on maybe is the objective and the progression of the game. But as a game it was fun and awesomee ;D

Quarry says ...
Dec 17, 2012 @ 2:15pm

The randomization was pretty game breaking in my opinion...

Freakill says ...
Dec 17, 2012 @ 3:41pm

Nice style, and to some point good that scenario is generated randomly, it means eternum play :D, but also means sometimes there is no way to win, or even worse, to finsih. The sounds are nice and the caves look good with the colours selected :) Simple mechanic but entertaining thinking how to beat the npc and leverage wether try or not take the valve. Sometimes, after already I having taken the valve, the NPC was still chasing towards it.

ananasblau says ...
Dec 17, 2012 @ 4:15pm

@Freakill thanks for the feedback on sound and colours. That's one thing I have to polish once I continue working on it.

About those few maps that don't work, I have some simple method in place to test them, simply look for paths between the points. In case anyone wants to have a look:

goerp says ...
Dec 17, 2012 @ 6:00pm

I had an error as well:
main.lua:145 bad argument #1 to 'ipairs' (table expected, got string)
[C] in function 'ipairs'
main.lua.145 in function 'drawfinish'
main.lua.129 in function 'draw'
[C] in function xpcall

dekart says ...
Dec 18, 2012 @ 10:05am

I tried it, but either my keys are broken or the game doesn't actually allow to control the character. Looked more like pressing random keys to make something happen

ananasblau says ...
Dec 18, 2012 @ 11:49am

dekart: your the character that should turn up at the bottom right of the screen. The one in the top left is AI but won't move unless you make a move.

MaTX says ...
Dec 18, 2012 @ 1:22pm

Great potential. With more objects and different kind of obstacles it could totally work, I really see this concept.
However, as colour blind, I really had problems finding the exit everytime, I suggest you to draw a symbol on it or to use a different colour.

eraldo says ...
Dec 19, 2012 @ 1:25am

My precious..

fr_automatik says ...
Dec 20, 2012 @ 6:32pm

It's fun, but I was kinda confused : Are the objects useful ? When "The Game had ended", does it means I won or I lost?

31eee384 says ...
Dec 20, 2012 @ 7:20pm

Very cool sound and graphics, but the gameplay seemed too simple. I couldn't see any strategies to get the valves and reach the exit before the enemy that didn't entirely hinge on the level placement.

doos says ...
Dec 22, 2012 @ 3:33pm

I really like the dungeon creation, and think that has a lot of potential.. I just wish the gameplay was more interesting.. Tombo is usually spawned much closer to the exit than me and sets off before I know what the level really looks like. Hope you're going to use this as a base to make a rogelike!

ddionisio says ...
Jan 3, 2013 @ 7:51pm

There are certain levels where there's no way to prevent Tombo from getting the treasure and reach the exit. I like the gameplay, it can definitely expand to have other neat stuff like maybe interactions in the level, etc. Also, love the music beat! :)

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