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Cruithne, More Difficult than a Snake trying to Wave!

Posted by (twitter: @iandioch)
July 15th, 2012 2:02 pm

I finished my game yesterday. Now time to chillax…

So, my game. ‘Cruithne’ (pronounced ‘croo-ih-nyuh’) is a ‘quasi-satellite’, which meany wrongly believe is the Earth’s second moon. But in my game, it is the name of a little spaceship.  That, apparently, is ridiculously hard to control. Sorry guys :D

So, hopefully I’ll be updating it in the next few days. Probably another 5 or so levels at the beginning before it gets hard-as-nails. I’ll make them a bit more open, and a bit less hellish :D I’ll also give the turning and thrusting a bit of a fiddle. If and when I do update, you’ll be able to play it at the same URL.

If in the meantime you get frustrated, you can use the ‘T’ and ‘Y’ keys to shuffle through the levels.

I really enjoyed making the game. The time limit was nice, as I would never have enough time in one day. It was my first experience of coordinate geometry in programming, and hopefully next tie I’ll be able to use what I’ve learned.

But, making the levels… D: They were a pain!

It’s probably my fault. The only way I could think of writing the levels was one giant switch statement. Look on the bright side, at least it’s not a pile of if()s…

So, yeah. That was bad enough. But as for even thinking about levels, I was at a dead loss. I thought that would be the easy bit. It’s not like @KevinWorkman’s, where he has to think up of puzzles. I suddenly have a greater respect for all of those mobile games.

Does anyone have any tips on level design? Or any links to articles? I’m sure these won’t be the last levels I’ll ever need to make in my time…

EDIT: Okay, just remembered I’m going away tomorrow, so the update’ll be the end of the week at earliest.

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