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

chromenopePSA: As of Chrome 42 (Released April 14th), NPAPI plugins are disabled by default! That means Unity Player, Java, and Silverlight games will not work in the Chrome browser! That said, Flash in the Chrome browser continues to work fine (PPAPI).

To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

To Players: A workaround is to enable NPAPI plugins in your Chrome settings. Click or Copy+Paste this URL in to a tab:

chrome://flags/#enable-npapi

As of September 2015 however, this option will no longer be available.

Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X

Back to Browse Entries

A Windy Climb

by sockfolder - Compo Entry

A Windy Climb

Storyline:
Poor Miss. Cloudia is bored and decides to explore a sinister part of the cloud bank, seeped in danger and hopefully treasure. What could be at the top?

Gameplay:
The "unconventional weapon" is wind. Namely, you blow at people and push them or affect them in some way. You eventually can add water and electricity to your gusts for other effects. These abilities are also used for mobility, e.g. as a "jet pack" and for wall jumps. The goal is to get the final treasure at the end to win. There are also 12 hearts hidden in each of the 12 areas you can get if you are a completionist (one is insanely hard fyi =p). Note however that the hearts do respawn, so you can heal up with them.

Controls:
Arrow Keys - Move
Z - Jump
X - Attack
1, 2, 3 or Space - Change your weapon

Weapons can only be used for a limited time. See the bottom right to see how charged they are. Your default gust attack charges anywhere, and the others charge only in particular spots.

Good luck!

Downloads and Links


Ratings

Coolness58%
#522Humor2.76
#634Theme3.24
#839Fun2.70
#874Innovation2.62
#889Mood2.46
#908Graphics2.43
#943Overall2.70

Comments

x1212 says ...
Apr 20, 2015 @ 7:24pm

Nice platformer, but I encountered a few bugs like getting stuck between a wall and the floor when there is a gap ...
I like the way the different levels are connected.

sockfolder says ...
Apr 21, 2015 @ 5:34am

Thanks for the comment. I fixed the softlocks and crashes (I hope), so now you can play without issue.

dydx says ...
Apr 21, 2015 @ 6:22am

Pretty fun platformer. Wish there was some kind of checkpoint system.

dvdfu says ...
Apr 22, 2015 @ 12:23am

I couldn't get very far, but I like the wind mechanic.

OnlySlightly says ...
Apr 22, 2015 @ 12:24am

:) really cute platformer. I loved the bright colors and animation

pkenney says ...
Apr 22, 2015 @ 12:56am

Wow, really cool main character with original-feeling controls and some nice animations. You skated the edge of floaty jumps and inertia that was just enough to feel good without making it unresponsive. Nice job!

I want to describe a little quirk to the controls that was my #1 execution mistake.

When I wanted to do the critical down+x jump to hover, the order I pressed the keys mattered and I kept doing it wrong.

I would press the keys in this order: run (D) then jump (Z) then (X) followed immediately by (DOWN). But this won't get me the combo, it only triggers if I hit down before hitting X.

If I hit X first I go into the forward-gust state, and pressing down from there does not transition to downward-gust. If that state transition existed I think the controls would smooth out a rough edge that kept scraping me.

I enjoyed playing and I definitely would have played more if there were a checkpoint system. I eventually got discouraged at repeating the old parts again to maybe see more.

sockfolder says ...
Apr 22, 2015 @ 9:20am

Yes I agree button order can be annoying. It helps that you can hold down early with no ill effect, but I still mess up myself. I still want you to have to hold a direction once you start (a spinning tornado would be weird), but there should be like a 0.1 sec window where you are allowed to pick the direction.

As far as checkpoints, one tip is you can farm hearts at the places you get the upgrades.

petitpois says ...
Apr 22, 2015 @ 10:55am

Fun graphics and gameplay :D

Jezzamon says ...
Apr 22, 2015 @ 11:00am

Really feeling the lack of sound here. Sound effects make a big difference, and it's pretty easy to make some decent ones using SFXR.

I got the water power up and then was killed by a fire spitting thing. I didn't really want to have to restart again, so I stopped there. Maybe instead if there was some way to restart from somewhere else rather then the start it'd be better.

The art was pretty rough, but I kinda liked it anyway! And the controls were smooth, good job there.

NuvlearGames says ...
Apr 22, 2015 @ 11:05am

Couldn't play it as when it launches from the console it stops working.

pkenney says ...
Apr 22, 2015 @ 1:50pm

Thought about the button order thing a bit more. Your 0.1s window idea sounds reasonable.

But it's such a fundamental action in the game. Any execution trouble is a big deal. What if it wasn't a multi-button combination at all?

You could just have x be forward-gust, and down (only down, no x at all) be downward-gust. Or spacebar or c.

bentglasstube says ...
Apr 22, 2015 @ 11:29pm

I enjoyed the jumping mechanic with blowing downward, and the physics seemed pretty smooth. I could not really figure out where to go.

reiknight says ...
Apr 23, 2015 @ 12:58pm

Pretty good entry, good job! I liked the idea of using the wind for different purposes. Next time, try to add some background music or sound effect. It will improve the game a lot! :) Keep going!

dallonf says ...
Apr 25, 2015 @ 12:12am

Not a bad little platformer!

Apr 26, 2015 @ 1:45pm

Liked that you started with just the basics and then as you played you gained more moves. Kept me playing just to see what the next thing would do.

Jokerbomb says ...
Apr 27, 2015 @ 2:28am

Nice little game =). I enjoyed using the powers to overcome certain challenges. Sound would have definitely been a really nice bit of polish.

May 5, 2015 @ 2:31am

I laughed pretty hard at the death screen.

Alex Rose says ...
May 5, 2015 @ 5:18pm

Fun entry. I found it hard to use the lightning though, and I wasn't completely sure how to recharge it. The black c- oh right yeah obviously the black clouds. Either way, too late because I ended up dying :( .

Bad times.

But yeah, otherwise, a fun game, good amount of depth to it, cool weapons etc. . Nice one.

mar3k says ...
May 10, 2015 @ 4:23pm

Really nice platformer, cool graphics and I like the concept as well. Good job.

You must sign in to comment.


Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.


[cache: storing page]