April 26th-29th 2013 :: Theme: Minimalism
Ludum Dare 26 — April 26-29th, 2013
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Four person team consisting of: John Conder (Code), Justin Tucker (Code and Level Design), Joshua Tompkins (Sound Effects and Music and Code), Tiffany Lachele Quinlan (Art) for the Eastern Kentucky University local game jam meet up.
It's XNA 4.0 the redistributables are included in the download, but you might need to have XNA 4.0 framework installed (not sure.)
Downloads and Links
Ratings
![]() | Coolness | 73% |
#271 | Humor(Jam) | 2.14 |
#363 | Audio(Jam) | 2.46 |
#397 | Fun(Jam) | 2.56 |
#413 | Innovation(Jam) | 2.49 |
#459 | Overall(Jam) | 2.63 |
#473 | Mood(Jam) | 2.26 |
#484 | Graphics(Jam) | 2.38 |
#534 | Theme(Jam) | 2.24 |
Comments
It's okay. Could use a little work, but I think it's great.
Controls were pretty hard. Cool idea, though; not sure how the spider blocks worked but still found them useful.
Coulnd't run because of the "HiDef" profile, if possible please target the "Reach" profile (you can set this on the XNA project properties)
@messiano: Ah good call - added a reach build, thanks for letting us know!
Interesting concept with the core mechanic being picking up objects that do different things. I like puzzle platformers so I enjoyed playing a well made one.
Cool game, wish there was some checkpoints though. Liked the different block types.
I really like the idea of picking up and using parts of the environment like this.
Pretty fun, but the collision detection made it pretty clunky. But keep up the good work!
Cute game! A few things:
* Sometimes it was a bit awkward to control
* I occasionally had trouble placing and grabbing objects (for example, putting the spider web on top of the log to reach the log on a ledge in stage 2)
Still, the concept is great and could lead to some very unique puzzles. The music was catchy too. :)
Yeah we should have made sure that the objects had proper bounding boxes, everything in the game is operating on a 32x32 bounding box which was originally what we were designing towards but that didn't exactly pan out. We had the time to fix it but I guess since we were the ones testing it and *we* knew what was going on we didn't realize how impactful it was going to be. Thanks for the great comments!
Triple parallaxing :D In hindsight I think we should have made it so the middle one was going the other way, but note for the future, one of LD's strengths :D
I can't run it on Windows 7 32-bit, maybe it's because I don't have XNA installed. It looks like fun in the video, though.
Thanks for the comment :)
I don't have XNA right now but I will download it later and try your game ^^
Controls were sometimes weird but the games was good. Very nice ideas in game mechanics, too.
Very cute! I had trouble knowing exactly where the bounding boxes were based on the size/shape of the sprites. I liked how challenging it was; i like that you could get stuck and have to try the level over, as long as the levels aren't too long.
The music and the hand-drawn feeling of the art is nice! The mechanics are a little tricky, but overall the game works well. Bravo for your skills on XNA, hell if we ever got it to work so well.
Really liked the look - pastel colours, mushrooms/fairy-like, and the gameplay design is really promising. i really got stuck trying to work out the 4th level. Maybe was missing something. After a while the colours/harsh lines and tiny character got a bit sore on the eyes. other than that, very likeable indeed!
My graphic card is dead :(
Can't play it. Too bad, it looks cool.
It seems that, for XNA games, the Reach profile (under the properties of the project in VS) works on more systems that the HiDef.
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I'm getting an "unhandled exception" in 32-bit Windows XP, so maybe you do need XNA installed to play.