April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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by AirRider3 - 48 Hour Compo Entry

Thanks everyone for you comments and suggestions!! ^^


You can change the camera mode pressing 'c'. Bullets are now colored. The game might lag down..

With huds, camera, limited to 4 ships per team: http://bluecodestudio.com/ludumdare23/airrider23_player_v2.swf

Only CPU: http://bluecodestudio.com/ludumdare23/airrider23_cpu.swf


Link to the high-res screenshot: http://bluecodestudio.com/ludumdare23/screenshot.png

The game ins't finished. The plan is to implement some kind of towers on each base, that would be the ones that power the bases. In order to conquer your enemy's base, you should take down those towers, and stand on that base.

It also lacks a hud showing the HP and the energy in order to shoot. I wanted to add a XP and improvement system too.

However, for the little time I had this weekend, I'm quite satisfied with the result.

All the content is mine except for some sound effects. The background music is also mine, made with GarageBand.

I hope you like it!

Made with Flash, AS3.

//Notes edit

Okay, I feel like I should explain something more.

How does it shoot? You can only shoot if there's an enemy ship close to you, so if you can't make it shoot, just try to get closer to the enemy's ship.

Even though there's not a HUD, ships have HP and a reload time. So you don't need to spam the spacebar, because it's not going to shoot faster. You can even hold it down, and it will shoot when possible.

You can also just look and enjoy the AI.

The game gets slow after some time, and other bugs and lacks, but I prefer not to modify my entry until the judgement periode has ended. I hope you like the game! Thanks for the comments!


What is this game? Even though I aimed for more (but I hadn't the time to achieve it), the result is an endless battle between two factions. It WON'T end.

You can just try to survive while killing enemy ships. With a little of practice, you will figure out (more or less) how projectiles move and, therefore, it will be more easy to avoid them. (Just a bit)

So you might have some great moments, like luckily avoiding 5 bullets that were on your tail, and you'll feel like a badass X-Wing pilot.


The background track is uploaded right here: http://soundcloud.com/airrider3/premiere

It is not finished, but I had to use something, so...

//Additional information!

- The screen size (SWF stage size) is 960x640, the same as the iPhone Retina screen in landscape mode, as I was hoping to release it for iOS and Android too. But time didn't help.

- For getting the key events, I always use a class I made a year ago. If anyone's curious, it's also included on the source, though there are different versions of it, and there's not a read me, instructions, or anything because it hasn't been released yet. Maybe this summer.

- The map was initially a floating island. A tiny world. An idea was being able to conquer bases along different planets on a system. Maybe even on different systems.

- You can follow me on Twitter at @AirRider3

Downloads and Links




robbiehunt says ...
Apr 23, 2012 @ 12:50pm

Slick. Good Feel. I'd call it simple, but not in a derogatory way - Less is more sometimes. As it is, it's super fun, but I definitely want to play the version that has all the elements you mentioned you'd add.

It was pretty apparent that there was an energy or ammo system but without a HUD element to point it out, I felt like I was messing up somehow.

Again: well executed and feels real good. Definitely worth expanding on outside of the compo!

Raptor85 says ...
Apr 24, 2012 @ 8:43am

shooting is a bit confusing, there was no real indicator as to why i couldnt shoot but often i just wouldnt be able to.

aaronsnoswell says ...
Apr 25, 2012 @ 12:30pm

Hey! This is really cool! Neat idea. Would love to see a blog post about the AI / things you learned when making this! Great job.

Miltage says ...
Apr 25, 2012 @ 9:13pm

I like it. It plays well and is very smooth. I enjoy games that are minimalistic, there are no complicated concepts to explain, I can clearly see my goal and jump right into it. I was impressed with the shadows on the platforms. Not being able to shoot somewhat frustrated me.

zdanielz says ...
Apr 26, 2012 @ 3:32pm

The feel was good, but I really couldn't get what was going on, even after reading the extra instructions, it was all ver confusing! I liked the music though, and everything is quite smooth!

davidwparker says ...
Apr 26, 2012 @ 3:34pm

It ran smoothly for me, and I like the idea. It was pretty interesting and different from most that I've played before. Plane movement was good too.

Oye Beto says ...
Apr 26, 2012 @ 3:45pm

In general I liked it but I'd prefer my bullets were a different color than the AI's. Also an indicator for the shooting wait time would be cool.
You did a good job programing the AI and I see a lot of potential in this game. Keep it up!

AirRider3 says ...
Apr 26, 2012 @ 3:46pm

Thanks for all your comments! They mean a lot to me! :D

@robbiehunt: I'm totally looking forward to expand this. Maybe, someday you'll even be able to play it on your phone! (It would be great as another summer project!)

@Raptor85: Yep, it is indeed a bit confusing. I expanded the description in order to explain the needed conditions in order to shoot. Thanks for pointing it ou!

@aaronsnoswell: Thanks! I'll gladly make a blog post about it! I really learnt a lot making this little game!

@Miltage: Thanks! It wasn't very difficult to figure out how to make the shadows after planning the new rendering technique I was going to use! (blitting!)

@zdanielz: I expanded the instructions in order to explain what can you do in the game! Thanks for pointing that out ;)

@davidwparker: Thanks! I love this kind of game, in which you only control one character of a faction! I didn't want to make 'just another platform game'! :)

AirRider3 says ...
Apr 26, 2012 @ 3:47pm

@Oye Beto: Yeah, I also thought about coloring the bullets. I just didn't have the time! :( The indicator/HUD would be a great extra. Thanks for the comment!

TenTonToon says ...
Apr 26, 2012 @ 4:17pm

Nice gameplay design and feedback for the player, even though I think it would have benefited from somewhat larger (and more detailed) graphics, and (as already pointed out) differently colored bullets.
Like "Copulous", a showcase of what solid game design is all about.

Apr 26, 2012 @ 4:39pm

Different colored bullets and bit more bigger graphics would have helped, but this is very well done.

MurrayL says ...
Apr 26, 2012 @ 4:41pm

Reminds me of the sort of simple, fun gameplay you get in games like Sopwith or A New Zero. I'd love to see this properly fleshed out with multiplayer.

AirRider3 says ...
Apr 26, 2012 @ 4:55pm

@TenTonToon: Thanks! I would have loved to make a camera that zooms in depending on the speed of the ship. That way, you could see more details on the graphics. If I had detailed graphics.

After this LD I have figured out that, even though it might seems logic, one of the most important aspects of the game is the idea. If needed, it would be great to spend one or two hours thinking about ideas, getting deep into them. And not always the complex ideas are the killer ones.

Thanks for your comment! :)

@AdventureIslands: Thanks for the recommendation! I'll take note!

@MurrayL: Thanks! Wow, I'm really looking forward to implement multiplayer on this. I have always been thinking about making a multiplayer game in which you only controlled one character of a faction. I could begin making a simple version, using this! :)

flaxenflash says ...
Apr 26, 2012 @ 5:00pm

Great little game, it would be nice if you could shoot from a little further away but I love the feel and the ai

Hegemege says ...
Apr 26, 2012 @ 5:08pm

This kind of game could easily turn into a sophisticated strategy game :)

It was a bit unclear at first how to shoot(should've read the info on this page more properly ^^) but it turned out quite fun game, and it was interesting to see how the main battling area moved around constantly with some guerrillas here and there :P

Couldn't really find how this comes together with the theme properly though, could use some polishing but a fun 5-minuter :)

Apr 26, 2012 @ 6:48pm

Nice, but needs more... well, everything.
Still, with a little work could be awesome.

spiral says ...
Apr 28, 2012 @ 1:57am

Love it dude. Took me a little while to get the idea of what to do (with everything going everywhere). once I got it I had some fun! Needs a little bit of polish and it will be a fun game. Maybe an indicator of when it's ok to shoot.

I liked the simple graphical style too :D

castor says ...
May 7, 2012 @ 9:13pm

Cool little game. Some nice mechanics in there.

Jezzamon says ...
May 8, 2012 @ 4:28am

Cool game, the graphics were very smooth and nice. It's a shame there's no win condition.

I guess the time constraints really came into play here.

Still it's a pretty good game from what I've seen so far.

Some bugs I found was that if you left it for a while, the ships tended to drift towards one edge of the screen, and then kept getting further away, so the game started lagging quite a bit. Maybe add a ship limit, and edges around the screen?

TyrusPeace says ...
May 9, 2012 @ 7:23pm

I really like the clean look.

I unfortunately didn't get a very good feel for the gameplay; locking on proved awkward at first, as did shooting. I think your planned onscreen indicators for those things would definitely improve this.

I never got a very good feel for how to dodge bullets/effectively dogfight. It does seem like there are consistent rules and the simplicity will probably aid me in figuring that out eventually. The sounds are also pleasant and well done. This whole thing looks/feels very slick.

KevinWorkman says ...
May 13, 2012 @ 6:24pm

The engine is there and seems to work great, but it needs more gameplay elements to be really enjoyable. The screen gets a little hectic at times, but that could be part of the fun.

You mentioned that some of the sound effects weren't yours, but that goes against the rules of LD that state that everything must be created by you within the 48 hours, otherwise it's a jam entry. I know the rules are a bit relaxed, but fair is fair.

Shadow says ...
May 13, 2012 @ 6:28pm

Good idea. It needs a few improvements though. It's hard to tell the unit you control aside from the rest of the team. Telling when a unit died is also hard. I enjoyed however the game. It's a neat little entry.

AirRider3 says ...
May 13, 2012 @ 6:45pm

Thanks everyone for the comments!

@KevinWorkman: You are right Workman. Shame on me. By the time I post my entry, I didn't know that you weren't able to take fx sounds from the net. The background music is mine, though.

I would have loved to make my own fx, I just didn't have the time, and I picked some fx the fastest I could.

I'm okay if anyone wants to get my game out of the compo and put it in the jam (fair is fair!), nevertheless the result and the experience is already a worthy price for me :)

AirRider3 says ...
May 13, 2012 @ 6:53pm

@Jezzamon: Yes, the not-having-a-win-condition has disappointed me a bit, but I hadn't got enough time to make more parts of the game :/

@Shadow: It's hard to tell a unit from the others, indeed :/

KevinWorkman says ...
May 13, 2012 @ 7:17pm

I don't think the rules are a big deal, I was just letting you know because I know they can be a little unclear because of how relaxed they are. I actually sorta dislike that rule, because using creative-commons sounds should be like using open source libraries, which is completely acceptable. But either way, nice work!

AirRider3 says ...
May 13, 2012 @ 7:20pm

@KevinWorkman: Okay, thanks for letting me know then! I really appreciate it :)

Yeah, I can't understand neither why we could use someone's engine, and we can't use someone's FX... but anyway, an engine is a tool to make art, the sounds are directly art. It's not like if it was a sound-making program :/

Maybe the rule exists because of that.

onehandclap says ...
May 13, 2012 @ 9:06pm

Quite confusing, at first, but it's a nice idea. Not bad at all. =)

azurenimbus says ...
May 13, 2012 @ 10:22pm

Fascinating gameplay.

ilo says ...
May 13, 2012 @ 10:22pm

I love the simulation aspect and the way the game is presented. I imagined it might work well with short rounds of tense combat where the player only has one life, as there isn't a strong incentive to stay alive currently; then when you win a round the enemy base would lose a tower. Either way, I'll be interested to see how your post-compo version develops. ;)

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