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

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You Are The Level Designer!

by devwil - 48 Hour Compo Entry

This is what I could do in 48 hours with a concept that I'd really like to expand upon. It's got 8 levels, weak graphics, and my own first attempts at puzzle/level design... but I'll write about that strange situation another time.

In this game, you modify a platformer level in real-time to make sure that it's able to be completed by this goofy little person who runs around it automatically!

Created using Processing.

I'm trying to get a ProcessingJS version to a playable state. In the meantime, there is an applet version. It runs terribly on certain configurations, and I disabled the sound because it wasn't working correctly! Sorry!

I'd really appreciate feedback! If you like the game, let me know so I have a reason to develop this concept further! All suggestions are welcome!

Downloads and Links




Dec 17, 2012 @ 4:15pm

Not sure I'm I'm doing something wrong, but I'm running 64-bit windows and when I try to run the batch file the console just opens and closes quickly. I can't play.

xgeovanni says ...
Dec 17, 2012 @ 4:19pm

It doesn't really seem playable at the moment, but I would like to see a post-compo version.

Devenger says ...
Dec 17, 2012 @ 4:20pm

I can't work out what the second block in the list (featured in level 4) does; i.e. I don't understand level 4. Help?

pl0xz0rz says ...
Dec 17, 2012 @ 4:20pm

Not working for me either.

Cell says ...
Dec 17, 2012 @ 4:20pm

This isn't a original concept but i liked it :)

Fonserbc says ...
Dec 17, 2012 @ 4:21pm

Really fun :)

Whenever the player is killed though, the level is restarted and you loose the item you were going to place! If that is on purpouse it makes the game such more difficult!

Volpes says ...
Dec 17, 2012 @ 4:27pm

Really nice idea, and great fun!
But the game really need a pause button.

Madball says ...
Dec 17, 2012 @ 4:40pm

The level design is good, but the player doesn't have time to think. Some levels have an alternate solution (solved level 6 without collection coins in the lower right corner, solved level 8 without buying anything), so you should have been tested it enought (or ask people).
I didn't find out the feature of the cracked brown block. Whenever I hit it from right, it seems to crack more, but the player goes 1 block down, getting stuck in the floor. You should write features by text, desirable beforehand.
The block placement gets cancelled when the player dies. It's especially notable in level 1. I was wondering, why can't I place a block, thought I follow the instruction. The player needs to act fast, and it's not recommended in puzzle games.
Another little bug: when you buy a block by dragging the icon, but don't place it (like by draging TNT to an empty space), it remains bought and your money gets spent.
Anyway, good luck improving this game! It looks promisable.

devwil says ...
Dec 17, 2012 @ 5:15pm

A pause button is a decent idea, but the tile you're holding being taken away is deliberate. Some of the levels were designed with timing in mind.

I figured if someone was buying a tile by clicking the icon, they actually wanted to buy and keep it.

Also, some of the levels have red herrings, but my fiancee was able to beat the final level without using half of the resources provided, so yeah: testing is good! I sort of ran out of time to do more things with all of the elements of the game, so yeah: some blocks are used better than others.

For those of you having issues running it, sorry! I just had Processing spit out all of the desktop versions it can handle, but I'll see if I can solve anything.

Finally, I'm really curious as to why this isn't an original concept. Like, where else has this been done? I'm not having a huge crisis over the originality of this idea, but if it's been done before, I should take a look at those games to make sure I learn from them and/or do something more original.

Thanks so much for the feedback, everyone!

Devenger says ...
Dec 17, 2012 @ 5:38pm

The character runs needlessly fast - slow things down, add a pause too, add more guidance for players getting stuck, and you'll have a fun game. (I fear you got rather used to the controls after 48 hours of development, but for some of us, accurate dragging and dropping is quite a challenge - and it's a shame for the game to be rendered so difficult to play for some as a result!)

Dioiminik says ...
Dec 19, 2012 @ 5:20pm

This game has a lot of potential in my opinion, but you should have the option to pause the Game in order to place tiles... I found it too hard to place the tiles in time on my laptop...

firestorm713 says ...
Dec 19, 2012 @ 11:57pm

I like the idea of the game, but there seems to be a problem with the character moving to quickly, and the level reloading before you can put something down. Interesting concept, though. I'd love to see a post-compo version

Dec 20, 2012 @ 12:07pm

I really like the idea and would love to see it developed further, but I don't like that you lose the block you're holding when the character dies. Makes things needlessly frustrating, especially on a laptop trackpad.

It might be better to have a pause/play button to control the character's movement? I found the constant jumping noise really annoying.

I made it to level 5 before stopping. You should really keep working on this, it shows a lot of promise!

singpolyma says ...
Dec 22, 2012 @ 7:21pm

Interesting idea.

SFX says ...
Dec 30, 2012 @ 11:23pm

This game would have been a less frustrating with a pause button. Also, what does this have to do with the theme?

Raptor85 says ...
Jan 3, 2013 @ 8:13pm

The clickign and dragging is downright frustrating, i found myself often knowing what to do but simply not being able to drag it in place quickly enough, would have been more fun if there was keyboard controls to select what to place so i could just concentrate on clicking. I don't really see much of the theme though, seems more like you're trying to be the good guy by letting him get to the end of the level.

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