Ludum Dare 23
Ludum Dare 20
Ludum Dare 19
Ludum Dare 17
Ludum Dare 15
Loudest Sound Effects Award
Awarded by dstrysnd on August 13, 2008
SteelGolem says ...
game involves alot of pixel-change redos.. gets boring <_<
sol_hsa says ...
Got stumped after a couple of levels.
gimblll says ...
Seemed like fun until I got to a level that required tuning the bomb positions by pixel so I had to give up after trying it 20+ times. Otherwise looks good polished, but the levels would have just needed a bit more time.
DraykDyna says ...
A classic use of the theme, perhaps a bit too classic. I can't help but feel you kinda took the easy way out here, and yet at the same time, the game is fun. Guess you can't argue with a classic.
SethR says ...
I got stuck on the level 4 or 5, just couldn't quite get the ball to roll across right. Solid stuff though.
drZool says ...
A plus for an bomb icon on the exe :)
Hamumu says ...
It's a good entry, but just like with Lerc's game, having to try and then redo with 1-pixel changes over and over was really tiresome. In this case it was worse, since the correct solution for some ball puzzles (or the one I found anyway!) involves the balls just BARELY tapping something, so they take about 10 seconds to actually get there before you find out if it works or not.
But don't let that fool you, it's a really good entry despite the frustration involved.
mwest says ...
Got stuck on level 9. Does get a bit frustrating, but well done!
mjau says ...
This is a game I think I'd enjoy if it wasn't for the constant pixel-level adjustments which really utterly kills it for me, specially since the level design makes that seem intended. Other than that, well done.
TenjouUtena says ...
One of the better 'puzzle game with bombs' style I played this compo. THe levels where you have to aim the balls are a bit tedious, tho.
negativegeforce says ...
I got to the "really nasty" level, it was pretty fun actually. The game scored high on my part. This is a good example of a chain reaction game.
Deepflame says ...
Fun game. :)
greencow says ...
nice interface and level editor, challenging puzzles
midwinter says ...
I found this really fun, and made it to level 9 before I screwed up so bad that I couldn't easily fix it :)
DrPetter says ...
Nice. I bailed out at Bomb Golf, but up until then I had a lot of fun. Pretty good levels although they're not perfectly balanced (there were cases of a very simple level just after a hard one, but a breather is always welcome).
Lots of polish, gives an overall smooth impression. Sounds are good.
BenW says ...
was fun and some of the puzzles were tricky
Wiering says ...
Nice game, I got through all the levels! There does seem to be a problem, if I don't change anything and run it again sometimes there is a little difference. Also, with the "really nasty" level I think it should count if the center of the ball is in the rectangle, not require every pixel of it to be there.
Archive for the ‘LD #10 – Chain Reaction – 2007’ Category
Now before everyone’s going into hibernation again here’s a small Post Mortem for Chain Reaction.
First i was not sure i was actually going to enter. I’ve partitiated in a few Ludum Dare’s before, but usually only when i could really use the full time. This year round that was not the case. I didn’t even reserve some extra timeout from the family.
Still, once the theme was up i couldn’t help it. I strived for a rather simple game (simple as in simple to make) since any greater planning would go down the drain anyway. I’m rather glad how it worked out. My entry is not particularely innovative but things fell into place pretty nicely.
What went right:
- Having the general gameplay up and running as the first step
This is actually the most important part for these kind of competitions. If you have a flaw in your gameplay design you still have time to refine it. It’s no use having nice technical gimmicks all around when the gameplay is crap.
- A working editor
If a game is level based it’s one of the rather convenient things to have. Sure, with the given time nothing stops you to hardcode level data or even store it in some text file. Once you have an editor you can churn out levels at an alarming rate. And it’s a nice polish plus for the final version.
- Sound effect (thanks to DrPetters awesome tool)
Usually one of my bad points. It’s easy to use a microphone and grunt/hiss/snarl some stuff but it also sounds exactly that way. DrPetters tool is a most awesome help as you can experiment and modify in just a few clicks.
What went wrong:
- Innovation? We don’t need to stinkin’ innovation!
Not thinking too much about what to do i was glancing over the first shots of the other competitors. Lerc’s shot looked very nice and i thought about these circles being bombs. I’m glad that the gameplay came out very different though.
As usual after a bit of playtesting i happened upon one crash bug. Yelp.
Fixed the bug and added yet another level. So it’s 15 now.
The new version is uploaded; i’ll remove the final tag from the older entry.
- DrPetters über-awesome sfxr tool
- my own crappy paint app
- Visual Studio 2003
So this looks like my final game. My wife’s got that look so i doubt i’ll work on it anymore
Link removed. The final can be found in my latest blog entry.
It’s not the most innovative but it has been fun. It sports 14 levels, sounds due to DrPetters awesome sound effect tool and ugly pixel art by myself truly.
Position bombs and use the chain reaction of exploding bombs to fulfill your goals:
Either bomb open all diamond devices or push all target balls (with an X) onto any goal area (or both).
Do not forget, that you can go back and reposition bombs for another attempt. And another. And another.
An editor is included, which lets you build your own nasty contraptions.
There source comes with a Visual Studio 2003 solution file. It’s not the cleanest code, esp. the resource loading is an ugly hack.
The game itself requires any Windows since Windows 95, DirectX 8.1 and shouldn’t need any other DLLs beside the one i included.
You want a screenshot? Ok:
I added the solve code, menu screens, tuned up the editor and level names. It’s always nice to have that simple stuff out of the way in the middle, since in the end you always need to tune things a bit. The simple stuff usually takes quite some time, so don’t leave it for the last minutes!
I see that my game is not that chain reactionary, but it’s playable and i can spend most of the day coming up with levels and maybe some new elements.
Nice stuff is coming up from you guys (and gals). Hope to see a lot of finished entries!
Started to add sounds, DrPetter needs to auto-win this competition singlehandedly for his awesome sound effect tool. I can’t thank you enough for this one.
Now beside chain-exploding bombs there’s also an objective of the form “bomb-the-ball-into-the-goal”.
Innovation, where hast thou gone to?
Still, i’m happy with my programmer art and it’ll look like i can deliver an albeit simple but finished entry. Yay!
Sleepy good nighty night.
Anyway, there is sort of a chain reaction going on, i decided to add another element, so you get a real goal. Any gameplay fun seems to be decided by level design. Again. Dang!
At least i’ve put an editor inside
Some of the game tech is already working so i can think up some nasty contraptions to stop the player. The basic goal looks like you need to get all diamonds. But before you can pick them you need to bomb their cover off. You can place non-timed bombs which need to be activated by the editor placed time bombs.
The story: What story? It’s bombs, it’s chain reactions, and it has shiny things. There is no story.
I’m yet to decide if i’ll enter. If a good idea hits me in the next hour i’ll probably do.
Somehow i see bombs. Ticky Ticky time bombs.
Now that i pixelled up some items i think i do have to enter….
Yes, i am aware, it looks a lot like Lercs. And it inspired me to this. I hope that’s ok and it looks we’re going different directions anyway.