Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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Chlorine Dawn

by wilbefast - Compo Entry

"In the Hague Conventions of 1899 and 1907, the use of dangerous chemical agents were outlawed. In spite of this, the First World War saw large-scale chemical warfare. France used teargas in 1914, but the first large-scale successful deployment of chemical weapons was by the German Empire in Ypres, Belgium in 1915, when chlorine gas was released as part of a German attack at the Battle of Gravenstafel."

# Theme
Given the weapon-based constraint I decided that the player-character should not under any circumstances have a weapon. My interpretation: "Unconventional Weapon" means "a weapon banned by the Geneva Convention". For instance chemical weapons.

# Objective
Get the to an exit!

# Controls
* Arrows to move.
* Space / Enter to pick up and drop objects.

# Disclaimer
The rain sound was made by pouring a jug of water through a sieve: a guy on location had a nice microphone, cleaned it up and tweaked it in FL. I hope that's okay. Title font is "Orwell". Game engine is OpenFL. Everything else is my work :)

Downloads and Links


Ratings

#61Mood3.80
#326Audio3.12
#416Theme3.50
#464Graphics3.18
#559Overall3.17
#581Innovation3.06
#811Fun2.75
#2090Coolness26%

Comments

EwChap says ...
Apr 20, 2015 @ 4:39am

Good Entry. I needed a bit more help with what I was supposed to be doing. Bit of a stretch on the theme as well but I can see where you were going with this. I was not sure if I should be saving all of these people or not.

wilbefast says ...
Apr 20, 2015 @ 9:47am

Thanks :)
Yeah, I struggled a bit with OpenFL so didn't have time for tutorials and such.
I think it fits the theme perfectly though: it's a play on the world "conventional" - as in the Geneva Convention!

Gaeel says ...
Apr 20, 2015 @ 11:07am

Hey Wilbro, not sure if this is a puzzle or a mood game. Was expecting a score at the end like "You saved 4 soldiers from the gas", but it seems this game, just like war, doesn't want to give closure, which kills the puzzle aspect, but makes the mood so much more palpable

Pierrec says ...
Apr 20, 2015 @ 11:54am

I got stuck (and thus eventually bored) at the first level where moving objects is mandatory. A easier level where objects are mandatory would have been nice before this one to explain me how they worked (and eventually what they are since I cannot really tell by the graphics). Also, the walking is too slow. It's not a problem at all in the previous level, but it becomes one as soon as you get stuck and have to try the level again and again. the puddle muds are especially annoying in this case.

Aside from that, I loved the idea and the realisation and had a lot of fun playing the levels before this one.

leafo says ...
Apr 21, 2015 @ 9:14am

pretty cool, interesting idea, and well done for first time using an engine

RHY3756547 says ...
Apr 21, 2015 @ 5:27pm

Cool concept, great execution. The only problem was that apart from the second last level, I didn't have to use the pick up/put down mechanics at all... (last level you could just run to the end without pulling the switch!) I feel that with more puzzling levels this would have been much better. Very good audio for it all being made by yourself in the 48h!

drludos says ...
Apr 28, 2015 @ 2:14pm

Woaw, very interesting entry, and excellent take on the theme!

I like the "turn-based" puzzle approach, and the game delivers a very great mood. I played many levels but I eventually got stuck in a level, and got bored after 12 unsuccessful tries - it's the level with a lot of rocks, a lever, and two "planks" that can be picked up (but I still haven't figured out their use).

Anyway, a great entry for 48h! And it's nice to see I wasn't the only one to take "Geneva convention" approach on the theme ;)!

Andy Gainey says ...
Apr 28, 2015 @ 10:32pm

Moving around is really tedious; the controls are not friendly, don't feel right.

On the second room where I had time to rearrange things, I took a bunch of time to lay out a long strip of boards so I could sprint to the door after pulling the lever. But I got tripped up with the controls when trying to quickly do the 90 degree turn onto the lane of boards, ended up dying, and then was disappointed to see everything reset back to it's original location. If it were so tedious to rearrange anything, or if I felt like it was just my own clumsiness which made me lose time getting to the board lane, I wouldn't have minded as much. But as it was, that's when I got frustrated and gave up.

Also, a minor bug, but when hitting space in the middle of moving (even if the character is 95% of the way to the next tile), the character picks up whatever is in the *previous* tile, not the tile he's moving towards. That got me confused a few times, as I was wondering what had happened to the thing I had previously dropped.

May 3, 2015 @ 11:11am

Good use of the theme to make a strong political message. The graphics and sound serve the game's mood well, though the puzzle aspects don't necessarily help. The inability to save all the soldiers is a very powerful mechanic though, so good work on this game!

plams says ...
May 3, 2015 @ 11:20am

Nice art style. Some levels had multiple exits, but I always used the easier one. E.g. the last level, just don't activate the lever and go for the exit. I have no idea how I'd be able to reach the other one, maybe there's something about the game I don't understand or maybe it's impossible :)

TeamFlare says ...
May 3, 2015 @ 11:55am

I played this for quite a while, it's very solid gameplay. :)

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