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Archive for the ‘LD #21’ Category
“Captive” update released!

I’ve released an update to my Ludum Dare game Captive. It fixes the peskiest bugs, adds a bit of polish, and a tiny bit of new content. Of course, the original compo release is still available as well.
Here’s the changelog for this most recent version:
-Added a few tiles to some rooms to make them slightly less dull.
-Fixed a music bug with the red terminal (for real this time)
-Added a secret 4th Boomka game you can unlock after beating the red terminal.
-Added a “portal” object to a single room. It’s related to the secret.
-Made it so that checkpoints remember what key cards and doors are open when you save (as well as other variables, such as the music playing). This prevents you from grabbing a keycard, getting killed, but keeping the keycard after respawning.
-Added sounds for the fireballs. -Randomized the fireball-pipe’s first alarm a tiny bit.
-Fireballs now destroy when they fall off the edge of the screen.
-Made it so that using a terminal will reset the “used” status of checkpoints, so you can save again if you’ve just played a Boomka game.
-Removed a couple of very frustrating spikes.
-Moved around and added a couple of turrets, as well as some fireball-pipes.
Play it HERE!
Good progress so far!

So far, I have a simple intro sequence and the basic engine done. I’ll do some polishing on both of these tonight, and tomorrow I’ll focus on a bit of level design, and more assets.


