Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

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Amoebam

by Sri Harsha Chilakapati - Compo Entry

Amoebam is a cross platform 2D platformer where you are an Amoeba (like a slime jelly). You will be coming to the help of your friends, who are being eaten by other Amoebians who are infected by a virus.

Note that the desktop version needs Java 8 with OpenGL 3.3 or later. If you are on Mac OS X, you have to launch it with -XstartOnFirstThread VM argument.

Downloads and Links


Ratings

#278Audio3.12
#627Graphics2.71
#731Mood2.40
#830Overall2.71
#877Innovation2.24
#895Fun2.24
#903Theme2.18
#1854Coolness30%

Comments

GAFBlizzard says ...
Apr 18, 2016 @ 7:53am

I like the roll move. Nice animation and fun to use. Maybe being able to roll through enemies would be cool? Having instant retries was appreciated.

I'm not sure which things are WebGL version bugs so please forgive me if I'm mistaken on these:

1. I told you about the air control thing (which is apparently a WebGL bug). It's very hard for me to do jumps without using it because some jumps seem to have very little startup time, and hitting the edge of a ledge bounces you down.

2. Another WebGL bug, hitting a ledge/roof bounces you sharply down. This is a problem several levels in for a long jump.

Apr 18, 2016 @ 10:19am

@GAFBlizzard

Thanks for the comment. Actually the only bug related to WebGL is my poor emulation. My framework used instanced rendering, but here I had to emulate them on CPU which is why the low frame rates.

1. The mid air thing is actually an experiment I thought of previously, like we get in old completely tile based platformer games.

2. I couldn't port the Java box2D bindings to work with GWT, so I had to hack the collision detection too. It's all nothing but rectangles, with a tree structure (similar to the Bullet's btDynamicTree) which does the spatial partitioning. Should be my mistake with premature understanding of the structure.

3. The rendering is the complete issue. I tried to do the matrix multiplication for each vertex of each shape directly on the CPU, in order to reduce the number of draw calls, which of course resulted in low FPS.

Will make sure I'll perform more better in the next LD.

Matzigon says ...
Apr 19, 2016 @ 9:05pm

Nice entry. I found a bug in the webgl version where at last tile of the platform prevents you from moving left. Usually near water that means inevitable death.

dusho says ...
Apr 20, 2016 @ 7:09am

weird jumping controls and mechanic.. was a bit annoying

curtamyth says ...
Apr 21, 2016 @ 1:49am

Sorry, the jumping mechanics made this simply unplayable to me. Other than that it seemed like there was potential in this.

Miko says ...
Apr 22, 2016 @ 9:54pm

Jumping in this was extremely hard, and it took me over a minute alone to finish the first level thanks to it. I wish I could had seen more of this entry, but the jumping mechanic made it hard to play.

AinoraZ says ...
May 2, 2016 @ 7:50pm

Game def needs a lot of polish and has quite a few bugs. A fair entry non the less.

LeReveur says ...
May 4, 2016 @ 8:04pm

Controls are a little hard to handle, can't pass through the second level because of that. ^^

Strike says ...
May 6, 2016 @ 10:30am

Good compo entry that just needs a bit of tuning on the controls to be really great. Good job !

Nomys_Tempar says ...
May 6, 2016 @ 11:54am

Pretty fair entry, need some polish but the level design is working.

yuigoto says ...
May 9, 2016 @ 3:56am

I could only play the WebGL version, since the Java version just opens and closes on my machine (Win10).

The audio on the WebGL version only plays on the right side for me, don't know if it's a bug or not. The soundtrack is nice, it gives some action feeling, but I think it's a tiny bit agressive.

The graphics are nice and work well, and I liked how you made mobs "locking" the hostages inside'em. :)

In gameplay, though, is my issue. Fps starts to drop on the third level and it becomes kinda unplayable. The run'n jump mechanics need some polish too, specially on jumping left/right.

But nice going! The level design is pretty challenging! With some polish here and there this might become a nice action-platformer. ;)

Congrats :)

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