Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by eri0o - Compo Entry

Some people are reporting the game as not working. Please try the Github URL below:

I prefer Xbox360 Gamepad. The game was working when I submitted to but now appears to not always work - and I have no idea why. I am unsure if I can resubmit the game. The embedded version here doesn't play sound! (and again, I have no idea why). As a plan B I switched the embedded version here from the original URL to the github URL. The github URL has some bugfixes. I am away from keyboard right now.

The original embedded link was:

Rocambolli is a 2D platformer where you must jump until you reach the end.

You can use WASD keys or Arrow Keys (you can also use both, some people played easily jumping with W and walkin with arrows) or Xbox360 gamepad. I tested on Firefox and Google Chrome.

This game only works in a computer, since it rely on Keyboard or Joystick as input!


Also on questions:

What tools? Mainly Gedit (notepad-like for Ubuntu) and Aseprite (draws pixels).

Engine? No engine, just Javascript.

Why? The first hours I had no computer, only paper and pencil and I can code JS in my sleep (it's not pretty though)

How does it works? 4 canvas: background, level, purple-dude and coin count.
It sets start conditions and starts to loop, on each loop, purple-dude y position get's +1 pixel, unless there is a colision or he is jumping.
Colision is detected when pixels below or on the sides of purple-dude have are not transparent (alpha 0).
The loop also checks the color of the pixels you collide: red you die, fuchsia +1 rocambolli count, yellow +1 coin, blue next level, teal endgame.
The loop also draws things when needed, except the purple-dude, which I draw 60 times in a second.

Downloads and Links




siryakko says ...
Dec 11, 2016 @ 5:10pm

Doesn't seem to work. Stuck on the title screen

eri0o says ...
Dec 11, 2016 @ 7:40pm

What computer? There is no real title screen, once the game loads, you click to give focus to the iframe and can start playing with keyboard or gamepad.

impbox says ...
Dec 11, 2016 @ 8:20pm

works for me in browser, i like the art and the way the levels are displayed in the background and the back and forth mechanic. but the platforming isn't fun unfortunately. the jump doesn't feel right.

Hvedrung says ...
Dec 11, 2016 @ 8:39pm

I like the Meat Boy-like style and how the levels show in the background, but not how you have to restart from the beginning when you die. Not sure it fits the One Room theme but whatevs.

Serious Table says ...
Dec 12, 2016 @ 4:34am

Absolutely punishing! I ended up having to give up after a while just because of how much time I was spending dying in the same spot (100% player skill involved, though), but enjoyed the experience. It eventually got hilarious just holding down the up button and seeing where I ended up.

The hero with his arms flailing as he falls was great, and I loved moving into the background of the room for the next part of the puzzle. Well done!

slimabob says ...
Dec 12, 2016 @ 11:54am

Excellent art style! I get a very Super-Meat-Boy-esque vibe from the main character. The challenge of having to restart from the very beginning reminds me of old flash games that would send you back to the very beginning if you messed up (And that's a good thing :P).

Tauka says ...
Dec 12, 2016 @ 11:56am

Also doesn't work for me, stuck on title screen. MacOS Sierra 10.12

Exspirz says ...
Dec 12, 2016 @ 12:01pm

Very fun, I like the background

Moritz says ...
Dec 12, 2016 @ 12:16pm

Love the depth of field in the cave. I was amazed when I first saw the gif of the gameplay.

Layer one is pretty hard already, talking about pixel precision jumps.

Loving the overall feel and aesthetics, and the music is a really mellow tune that works great as a background to the game. :)

Thanks for the "Click to Focus" tutorial hint, very considerate!

abezuska says ...
Dec 12, 2016 @ 6:39pm

Hey great entry, I loved the simple flat pixel look, and I am impressed with the pixel perfect collisions, what engine did you use? adding space for jump would be nice - personal preference. I am going to try this again when I have a controller handy. the level progression is well designed, and the visual of receding back into the cavern is pleasing and works well with the theme.

Yamzho says ...
Dec 12, 2016 @ 9:20pm

Cool hard game... May be a bit too hard for me and my uncontrollable fingers. Would be nice to play it with a gamepad ! :)

barning says ...
Dec 12, 2016 @ 9:29pm

Stuck on the title :(

Josho says ...
Dec 12, 2016 @ 9:33pm

I like the idea of the game, and the game itself is fun, but the game didn't really seem to fit the theme for me. Also, the hitbox for the player felt a little smaller at points than it should have. I really dig the simple audio track you have playing it really fits the style!

tinyworlds says ...
Dec 12, 2016 @ 9:42pm

Too hard for me lol.
Nice autotracker music. Game feels smooth, the character has surprisingly much uniqueness/character to it.

OldPeculier says ...
Dec 12, 2016 @ 9:50pm

This game feels one inch from being really exceptional. As a platformer, though, the collision is wonky and I feel like I keep falling through the floor or getting hung on things.

rogual says ...
Dec 12, 2016 @ 10:35pm

Didn't work in Safari for me, had to get Chrome out, but then it worked fine!

Nice take on the theme with the levels being visible in the background. It felt like a lot of effort went into this entry, and I enjoyed it. One thing I would suggest is that it doesn't need to be THAT difficult. One hit and you go all the way back to the beginning! Sort of discouraging. It has a good feel to it though, and it doesn't feel unfair when you die.

The music is very nice too. Solid entry.

Dec 12, 2016 @ 11:24pm

The mechanics feel very unique. It's amazing how you could give a breather of fresh air to the old and simple concept of a 'get from point A to point B' platformer. I enjoyed every inch of this gaem. Graphics are good (and I like how each hostility is red).

In overall it's very challenging; it took me ten minutes to complete. In the last runs I blazed through the first levels holding jump and ignoring the yellow dots. This gaem is unforgiving, but it is a good thing.

Like the others, I also felt that collision wasn't working perfectly.

Xinelu says ...
Dec 13, 2016 @ 12:14am

The control and collision is kind buggy, but overall is a solid game, Good Job!! (:

WarmLemon says ...
Dec 14, 2016 @ 8:16am

So hard.. Why if you die you go back to the beginning......

giordanno92 says ...
Dec 15, 2016 @ 10:39pm

Really cool concept to be able to see the entire game while we're playing one level. Although it is a basic platformer, it could have some core elements improved. I played the updated version and saw that you fixed a few things, but increasing the player's hitbox and making the gravity more floaty alone would perhaps turn it into a better game. The level design is good, it could be better. A checkpoint system where you could pick it up and risk yourself to save the progress would be an interesting idea, but seeing how short the game is, I can see where you were heading. Also, good showcase of your JS engine! I'm hoping to use it soon! Thanks for the support and ideas on my game as well. Good Luck!

Alexbrainbox says ...
Dec 17, 2016 @ 2:03pm

For the life of me I cannot figure out how to start the game.

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