MiniLD #36, hosted by Folis

Theme: Contrasts

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by iandioch - Mini LD Entry

One of my first games. I hope you enjoy!

What was your inspiration for the game?

The game was made for the miniLD, with the theme of 'contrast'. My plan was originally to have a spaceship that had to kamikaze dive-bomb a base, but that soon changed into the infinately pretty dark hole.

The storyline was inspired by a quote from Civilization IV: "'Beep... Beep... Beep...' - Sputnik 1". Indeed. I suppose you have to have played it to understand where it's from.

Did you run into any challenges while creating the game?

I learned a lot about the use of coordinate geometry

Do you have any future plans for the game?

I would love to bring the character of Cruithne into another game. I really enjoyed doing this, and am sure I'll come back to it at some point.

How are other people allowed to use your source?

Do with it what you will. You can rearrange it, copy it, or learn from it. I just ask you nicely not to edit out my name and post it everywhere as your own.

How could your game be improved by others?

There is code implemented to include jets of fire, already in the game. You can play around with that, and make a few levels. I didn't include fire because I didn't like the look of it; you could improve that.

You could just improve some of the sprites should you so wish.

Downloads and Links


Puzzlem00n says ...
Jul 14, 2012 @ 8:03pm

I like what you have going here, but this game is so hard it's ridiculous. I don't blame you, it's hard for a lot of us developers to gauge the difficulty of their own work. The one thing I can think of to make it easier is to slow the rotation of the ship. As it is, all it takes to make the ship upside down is about half a second of pressing left or right, making turning the ship based on these crazy twitch movements I can't pull off myself. It might help to tone the speed of everything else a bit too, less thrust added to the ship, less gravity, too. I honestly think these changes would make it like 100% better. I really do like the concept.

Puzzlem00n says ...
Jul 14, 2012 @ 8:06pm

Another thought is to limit the rotation from a full 360 degrees to just intervals of rotation, or some other method of making the ship straight... It's too hard to get it going straight up. But this isn't as necessary.

Madball says ...
Jul 15, 2012 @ 10:41am

Hardcore games are fine as long as they have good controls.
Those levels on screenshots...
I am SURE you haven't completed this game.
I suppose this game has narration. Sorry, I couldn't read it all.

gritfish says ...
Jul 15, 2012 @ 1:14pm

Cool game, but insta-death on walls with controls that twitchy is meeeean... The first level though was kinda fun - I'd love to see these controls in a larger, more open environment. I kinda wish you'd gone with your gut, and let me slam that rocket into something at full speed.

What did you use to make this? Are the graphics all done with code?

Puzzlem00n says ...
Jul 15, 2012 @ 3:50pm

@Madball: I honestly don't think it seems like it was meant to be hardcore. It seems like what was intended was an exploration, casual game. But if it was meant as hardcore, than by all means, I take my earlier comments back.

iandioch says ...
Jul 15, 2012 @ 7:45pm

Thanks for all of the comments! The difficulty was intended.
In the beginning, it wasn't meant to be too hard, but on Friday I looked at where I was in development, and how long I had left, and noticed that I wouldn't have time to build the 15+ levels that I had planned... So, to increase longetivity, I ramped the difficulty up a bit. I suppose it's a bit too much, now bit, you can cheat, and cycle through the levels with the T and Y keys.
@Puzzlem00n I will definitely make the steering a little less twitchy. The gravity and thrust, might be a little bit harder to balance because I wasn't thinking ahead while coding, but I'll see what I can do.
@Madball I have completed it, but not in one run. After I made a level, I would play it. I completed them all in <20 tries... hehehe.
The last two screen shots are images of the last two levels, (out of ~10).
@gritfish Now that I think about it, it would make sense to have a bit more open-ness in levels.
I made the game in Processing, which is an add-on to Java, allowing one-click compilation, and making visuals very easy to play around with. You can download it at, and see examples at No, the graphics aren't all done with code. The ship has 4 sprites (1 not thrusting, then 3 frames with flames) and the blackhole is another sprite that rotates slowly. The blocks are done through Processing's code.

This was just a huge learning experience for me, not only with the time limit, but I also learned a lot about co-ordinate geometry... Meah.
Thanks for the comments. If all goes well, I'll have a new version, with less-twitchy controls and perhaps new levels, sometime in the coming week.

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