August 23rd-26th 2013 :: Theme: 10 Seconds
Ludum Dare 27 — August 23rd-26th, 2013
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Okay, I hope it's not against the rules, submission hour and everything (or does uploading within that hour count regularily?). I know that the SWF I linked is 5 mins AFTER the end of the competition. (3:05 AM my timezone) However, my source files have been uploaded within the timelimit, and there are no changes to my build. I simply picked the wrong link from my countless backups on Mediafire.
EDIT: Asked on IRC, they told me it's allowed to fix bugs of some sort. Fixed the wincondition bug =) And, I reuploaded my stuff to mediafire for actual working links...
==========
[Story]
Out of nothing, you are hit by a baseball bat. You don't know what happened, just that you passed out for 10 seconds. Clear up the mystery and stop the attacker!
If you see the title screen again, you win.
[Controls]
Movement: Arrows
Look at tile you stand on: <Space>
Select action: Mouseclick to the top right
Warning! The controls are a bit counter-intuitive.
You need to stand NEXT TO a tile to interact with it, standing ON a key won't get you anywhere. (Unless you hit <Space> first :P)
[Info]
Used Flash and Blender for the graphics. Blender specifically for the tesla-coil things, and the staircase.
I was wondering, "how can I actually make the stairs look like they go up or down?"... Solution - make them in a 3d program :D As for the coils - I just like glow effects and rendering these is way easier than using Flash. At least for me...
I also created all SFX plus the background music from scratch. I used REAPER and a couple of free VSTi plugins.
You can also check my other music on SoundCloud: https://soundcloud.com/x-0r
[Hints]
If finding the first keys is too hard, just look for a flash of yellow.
If you can't figure out the combination to start the machine, remember what the colored guys told you.
If you still can't figure it out, try bruteforcing it, or decode my message with rot 13:
[rot13.com]Oyhr, Oybaqr/Lryybj, Benatr, Cvax, Oebja
If you return to the title screen, you win. Not enough time to link to the "you win" message correctly, sorry =(
==========
[Changelog]
All that's working so far is the mapgeneration. Not really much, but hey, we all start somewhere^^
Character movement is working. Also, it can (more or less) interact with tiles now. It's all still very beta. Too bad the theme isn't "minimalism", or I could just keep these graphics. Speaking of which, I totally plan to get better sprites, or at least change the colors^^
New tile designs, probably still temporary. Also, I added interactive buttons to the user interface. Yay :P
User interface added. It can now show you text :P
Changed the movement stuff a bit. Also, I want to let the user select numbered options or something...
Added stair sprites, I can't believe I really used Blender to render out a 30x30px image :D
Teleporting and stair-map-changing is now possible ^_^
Added item-collection system, locked/unlocked doors, updated the movement stuff and... yeah, that's about it.
Will move on to soundFX as soon as my gf gets up. She wouldn't give me an easy time if I waked her...
Oh yes. My soundtrack is ready. It will do for the competition, might edit it later, should I have more time.
The only downside is that it will require more time to open/download. But hey, it's below 2 MB.
More NPCs, more items. Still didn't implement the main plot. Oh well, still some time left...
Done =)
Downloads and Links
Ratings
![]() | Coolness | 100% |
#172 | Audio | 3.25 |
#318 | Humor | 2.68 |
#351 | Mood | 3.00 |
#726 | Innovation | 2.75 |
#753 | Overall | 2.87 |
#820 | Fun | 2.61 |
#916 | Graphics | 2.27 |
#1092 | Theme | 2.33 |
Comments
It's not actually working yet. See it as a teleport pad rather, until I implemented the stair functionality :P
There is no game "goal" just yet, and the 10-second-theme is also not in my code yet.
I'm uploading and updating my log, so I got a backup in case my HDD crashes.
Apart from the "game start", the other buttons don't work either so far. If you're a bit patient, you'll be able to play the finished game, once I'm done. =)
I think I played through it, went in the time machine, then talked to the pink circle and it took me to the main menu. Besides the goofy AI, it was interesting. Audio could have matched the mood a little more, but hey this is Ludum Dare! Solid 3/5, good job.
Yeah... reaching the game menu means that you win. I didn't have enough time to design the win-screen. In fact, I thought of linking the ending to the 10-second sequence to make the timetravel more logical. Also, you're not actually talking, it's using a baseball bat =) Unless my "great" user-interface bugged out, that is.
"You have no chance of survive make your time"... xD
Zero Wing references for the win!
Here sure must run fast to get there in 10 seconds!
The music gave it a good sense of urgency and I enjoyed the plot.
Wow, nice ending. But the UI was really awkward. If you had used WASD rather than the arrows it would be fine... but I had to keep moving my hands about :/
Controls are definitely awkward, and I'm actually not sure if this was intended but it's a pretty frustrating thing :P the music is very fitting.
Well, intended to a certain degree... I wanted to find a way to let the player interact with tiles he could stand on, aswell as with not accessible tiles - such as switches in the wall. I became aware of these troubles during mid-to-late gameplay, but I was used to it already since I implemented the tile interactions... Rewriting the engine wasn't really possible anymore at that time. I also planned to give the player the opportunity to play with the keyboard only, but time was running out =( I also added a marker, flashing on the tile you looked at, but I believe it didn't help much...
Heh, that was a pretty clever story. Apart from the wonky controls I liked the way it was executed. The graphics were kinda charming.
I was expecting a simple story from the story, but i was pleasantly surprised by how deep the story was! The puzzle at the time machine room had me stumped for a while, but I hit myself after I realized the method. Buut, I don't know who to hit! XD
Great game nonetheless! The soundtrack compliments the game well.
The music was awesome. I'm not sure if I got the "ending" or not; as soon as I used the bat it brought me right back to the title screen. I'm assuming I was wrong, because I played through the game again (all doors were unlocked) several times and just systematically hit each dude one after another but it always just brought me to the title screen
Using the bat means you win. I thought of making it possible "only" to hit Mr. White but decided against it for some reason. I just know that I was short on time (and I was tired a bit at 3 AM), so my decisionmaking might have been a bit biased back then.
Excellent entry, really. Good music, nice story, nice little puzzle. Would have been perfect if you discovered YOU used the bat to solve a paradox, but hey, I'm not going to blame you for this :P Nice mood too.
Great music. Awkward controls. Pretty good entry overall though. I liked it.
Nice music! The gameplay was solid, reminded me a bit of Chip's Challenge, if you ever played that. Graphics aren't great and the UI is really awkward, but other than that, good job overall!
Nope... never heard of that game. But I'll definitely search it out and try it ^_^
Cool story! Like one of those looping nightmares.
Plus very nice music to wash it down. Nice work!
Thanks so much, guys! I start to get proud of my soundtrack, which is really motivating. I think I need to fire up my DAW more frequently now =)
Really REALLY love the music! A basically kept playing because of it :-)
I really liked the twist the story took. I think you got a bit easy around the Theme, but the idea was solid. Fun little game :-)
I liked the story that the game seemed to imply. The music was also really nice. I would have preferred keyboard controls for [action] rather than the mouse, since the arrows and space are already used.
I wanted to map the listeners to keyboard aswell, but I had trouble with callbacks =/ There should have been more possibilities for each NPC, apart from talking... RPG like combat, I even semi-implemented a weapon system. I also had a health bar, which is even visible on one of the screenshots. I ended up using it as a volume-change bar, since health wasn't needed after all...
In fact, I wasted a lot of time on things I never used... The entire text within the game is dynamic, all I'd need to do would be a button to change the "language" parameter, and the entire game would be translated (if I actually put the translation into the text arrays).
I planned to add a lot more variety to the intro aswell. I know that it totally sucks. My plan was to give the player hints through sound, making you basically listen to your environment during the blackout. I ended up recording myself tossing things around, banging at my desk and making weird noises. I don't like the intro, and honestly, I never liked the theme. It was one of the few I rated -1, since I found it to be waaaay too limiting. Limiting any action to 10 seconds, or making the game last 10 seconds was nothing I ever considered, so I ended up making the intro last 10 seconds instead.
Apart from having to use the mouse, space bar, and the arrow keys (which don't work together very well for me), I rather liked where this entry is going. I'd like to see more if you plan on doing a Post-Compo version. Loved the music, btw.
Thanks for the comments on my game, they were very constructive and will help me a lot next time. I loved the theme of your game and the story. The rogue like controls were a bit repetitive but all part of the experience, (and the joke relating to it was humorous) and overall pretty good
I did it. I did bat the pink one and it's over. Unfortunately it uses mouse+arrows instead mouse+wasd.
Congratulations ^_^
Honestly, I wanted to go for keyboard only. As I noticed the flaw of the controls (apart from the messy part of forcing the players to "look at their feet"), it was too late to reprogram the engine. Changing the controls from arrows to WASD would have been 4 values to edit, but I tested my game using arrows, so I was kinda used to them; I don't really know why I went with arrows at all.
Interesting idea, but having to switch between keys and mouse was kinda annoying.
Interesting game, as you noted yourself, the system for finding/using things is a little odd. Otherwise, it was a decent game.
Interesting little puzzle game. I liked the keys that flashed just for a second, giving you a hint where you should look. First few times I saw it I wasn't sure I had even seen anything. Agree on the confusingness of the interface. Most of the time it was just slightly unintuitive but when trying to climb stairs I would sometimes have to turn back around to get facing the right way to interact with them which felt wrong instead of just awkward. Was fun though. Great job!
great music, I struggled with gameplay a bit, but I got the hang of it!
By the way the vst I used for Legend of Troll is the Korg M1 http://www.korg.com/Legacym1 a super-useful workstation, based on the actual Korg M1. It's at $50 and an amazing buy, especially if you're trying to recreate amiga music, since most .mod and .XM samples are from the super-popular at the time Korg M1.
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Not sure what to do, stairs get me to the same place every time