Ludum Dare 30 — August 22nd-25th, 2014 — Theme: Connected Worlds

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by thynnmas - Jam Entry

Welcome to the wonderful world of the wormings. Well,
worlds, I should say.

Their only goal in life is to get from the blue door to
the green one, problem is they aren't in the same world!

To their great relief there exist yellow doors in the
blue-door world, which lead them to the orange doors of
the green-door world. How excitingly practical!

Along spikes and narrow hallways it also helps that an
omnipotent being is able to change the world to lead them
through their troubles. This is probably why they think
getting to the doors is so important; someone is clearly
guiding them there.

Any change in one world is, however, exactly reflected in
the other world. Will their omnipotent being be able to
find a path for them to follow?


Get the archive; it contains all the executables built at
this time, as well as the source for the engince and those
dependancies I have the right to redistribute.

Requirements for linux build: portaudio, glfw3 & glew.
The engine runs on OpenGL 3.2 Core, so software renderers
in linux won't work (hence the lack of testing of my linux
build; VM driver support sucks).

----------------------Supported binaries-------------------

At the moment, there is only a 32-bit windows executable,
however linux (x86, x64 and armhf7) are planned. I might
even find the time to get it emscriptened up for the web if
that works for my engine.


Left mouse button (MB1) swaps tiles in the upper and lower
Right mouse button (MB2) inserts trampoline tiles, if any
are available for the given level, at the location pointed
to. These tiles allow the wormings to climb to the nearest
ledge in the direction of travel.

------------------------Custom levels----------------------

So you noticed there aren't too many levels yet; these serve
mostly as inspiration for what is possible. You can create
your own levels by following the examples set in the included
ones. res/tiles.lst provides an overview of the supported
tiles, and res/levels contain the included levels. They are
text files and commented to help you understand them.

To run a custom level, run the game from the command line
with the path to the level file as an argument:
./ld30 path/to/mylvl.scn
or simply drag the level onto the binary (if your OS/window
manager supports drag-and-drop).
Then select the "custom level"-option in the menu.

If you need any help, ask away in the comments below!

-------------------------Known Bugs-----------------------

If you find any new ones, let me know in the comments!

---Version 14-08-27-21-50---
>Linux (x64) build works, but has timing issues;
audio may be very choppy (just mute it I guess),
gameplay _should_ be fine.
---Version 14-08-27-20-15---
>Linux (x64) build included but untested
>Fixed the "Win regardless of death"-bug.
>Start button works as resume once a game is stared; have
not relabeled it, as it would require new art and I'm iffy
on adding that after the deadline even when it's fixing
weird behavior. Fixed the bug where game wouldn't reset
to first level upon completion of last level.
---Version 14-08-26-23-45---
>Linux (x64) build is plain not working.
>Everyone dieing causes win.
>Game doesn't reset to first level after win.
---Version 14-08-26-17-15---
>No known bugs.
---Version Deadline---
>Memory leak upon level change/reload.
>Possible memory corruption upon 8th scene creation.

-------------------------Building it-----------------------

Building the game requires GLFW 3, glew and portaudio for
the engine. These in turn lead to a bigger library list than
I like to admit. Have a look at the makefile in the top dir
for the full list, or just try "make all" and see what it
complains about.

If you get it running let me know; my test systems are throwing tantrums about GL extensions...

The wonderful creators of GLFW, portaudio, cgMusic and Sean
Barret; you people are awesome!

Downloads and Links




socks says ...
Aug 26, 2014 @ 10:45pm

Interesting take on a lemmings game. The music fits well. I feel a bit dumb I didn't realize you could swap the trampoline.

Two smaller things I noticed: 1) Losing all your worms to spikes would advance you to the next level. 2) I couldn't start a new game again after being sent to the menu (either through finishing the game or quitting after the first level)
Aside from those, the worm physics is a bit wonky.

popcorn897 says ...
Aug 30, 2014 @ 3:12am

Really fun game! It's pretty unique!

Code White says ...
Sep 1, 2014 @ 2:50pm

Gotta be loving the music!

vividhelix says ...
Sep 1, 2014 @ 4:39pm

I couldn't start a new game, but other than that, awesome take on the theme and lemmings!

malf says ...
Sep 1, 2014 @ 5:07pm

Could not make it work , Windows 8.1 x64

bluesky says ...
Sep 1, 2014 @ 5:16pm

Nice entry, well done.

Tom Liebmann says ...
Sep 1, 2014 @ 5:26pm

I really like the concept but the behaviour of the worms and the grass seems to be a bit buggy.

The music is great! Thanks for this nice entry!

jprogman says ...
Sep 2, 2014 @ 7:32am

One nice suggestion: instead of clicking, I would like to hold the mouse button down to switch blocks.
Another suggestion: a pause time before the worms enter the level. This is to allow me to observe the level and plan what I need to do.
Very nice game, but I do hope you can fix the collision engine.

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