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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Tales of Sir Salamander

by ZirconCode - Jam Entry

This is a Jam entry for Ludum Dare 37 by Simon and Niklas. It is full of beautiful code and amazing narration. And pretty great music too. There's a boss fight if you get far enough, enjoy!

How to Run?
The Game was written in Love2D, there is a .exe for windows but other platforms will run it just lovely if you have the engine installed. For the .love file download the Linux version. Read the instructions.txt if unsure.

Get to the top of the Room. Step on the blinking boxes to do stuff, if your toad looks a bit pale he needs to rest before doing more stuff. Have fun!

WASD or Arrow Keys to Move/Jump
C to Reset Level if you get Stuck during Puzzles (this button should never be necessary)

If you seem to get stuck on the ground, Jump. It's just an illusion. Like life.

Downloads and Links




Dec 15, 2016 @ 11:38am

Great music and sound effects! Loved the final part!

Dec 19, 2016 @ 7:00am

I liked this entry! It feels great and has an impressive amount of work done on so little time, impressive! :)

Graphics are simple but coherent and also have a nice feel. Overall a great entry!

Karai17 says ...
Dec 20, 2016 @ 10:32am

Nice job guys! I wish that when I was jumping, it would maintain my forward momentum, and there was a pit when I fell off the map where I had to restart the game, but i liked it!

Maybe some new music when the game ends, eh?

Great job!


dobnarr says ...
Dec 21, 2016 @ 3:47pm

I hit the infinite fall bug within 15 seconds of starting, and then four more times. The color gate business was cool, although the controls and layout for the platform puzzle were clumsy (or I was), and I had a lot of trouble hitting the jumps, and when I failed, all the gates switched and I had to do a lot of re-setting to get it to work. I liked the music - good work.

local minimum says ...
Dec 21, 2016 @ 5:51pm

I found it hard to control the salamander and couldn't really get over how the jumping stopped the momentum. I fell down the hole some times before giving up.

I think the first color-gate puzzle should be made safe, and be less complex and all changes happen only to items that remain visible to the player. Right now they swap mostly (only?) out of view, and that adds a level of complexity that isn't really fair to the player at the beginning of a game.

Interesting concept though.

Vadim Ivshin says ...
Dec 21, 2016 @ 6:27pm

Interesting puzzle with surprizing ending

Anti says ...
Dec 21, 2016 @ 6:37pm

Loved the puzzle idea and the audio overall. The final part was very challenging because of the controls(needs more friction) but it was still very fun. Great game!

Mr MadCat says ...
Dec 22, 2016 @ 11:04am

Pretty cool.
Cool puzzle design.
And I love the sound effect for the boss.
Concerning gameplay, friction could be a bit better and loss of velocity from jumping a bit less.

Blobo says ...
Dec 23, 2016 @ 4:39pm

The ending was intense. I did not see that coming. My only complaint is the jump button removed all sideways momentum.

Ekilibr says ...
Dec 23, 2016 @ 4:48pm

Good level design with the color blocs, but collisions can make it quite annoying :(
Funny sound atm you start to go up to the door (made me thought about fez)!

Mouch says ...
Dec 26, 2016 @ 9:59am

Nice puzzles, I wish there would have been more. And the music is really good too.
But the jumping mechanics are uncomfortable, because you lose your current horizontal velocity when jumping.
Nice entry!

Louspirit says ...
Dec 26, 2016 @ 11:10am

You have some good ideas but you need to refine a little. The "boss" brought me good stress.

rburema says ...
Dec 28, 2016 @ 1:18pm

Hah, I remember writing my first LD game in LÖVE as well only 1.5 years ago :-)

The way the main character handled made me think of something, and my suspisions where confirmed when I looked into the source; you've used fully simulated hard body 2D physics to model 'platformer physics'... but there are actually a /lot/ of subtle differences between these, most notably the 'floaty' felling you get when controlling such a character.

Still, it's a nice attempt, and I'm glad I stuck around 'till the 'water level' :-)

shrapx says ...
Dec 29, 2016 @ 3:21pm

Thankyou for making it forgiving, when hitting water. xD

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