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    Ludum Dare 20

    April 29th-May 2nd, 2011
    Theme: It’s Dangerous to go Alone! Take this!

    More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

    Back to Browse Entries

    Egglins Attack - Sandcrawler - Competition Entry

    The Post-compo version skips over the tutorial to avoid a bug with the minimap, and removes my bad attempt at music. There are no additional changes.

    Built in Contruct, inside the Windows download is the source .cap file. The exe should run in WINE with DirectX installed...

    If requested/needed I can upload additional source file, was going to then I noticed the ziped folder was 181mb

    Known Bugs:
    -Minimap doesn't render any circular object correctly
    -If you open the minimap in the tutorial, when you attempt to open it in the first level the game will crash
    -Player can glitch through walls
    -Music doesn't loop properly


    Controls:
    -Left Click (and hold) to send out Blue teleporter
    -Right Click (and hold) to send out Red teleporer
    -WASD to move
    -Q to use Blue Teleporter
    -E to use Red Teleporter
    -F to open map
    -Esc to open Menu
    -P to mute music/sounds
    -O to resume music/sounds

    View Sandcrawler's journal. | View all entries by Sandcrawler

    Ratings

    #41Coolness13%
    #133Community2.70
    #186Innovation2.67
    #191Audio1.93
    #206Humor2.00
    #231Theme2.14
    #234Graphics2.27
    #240Overall2.27
    #265Fun1.93

    Comments

    Dan C says ...
    May 2, 2011 @ 4:11pm

    I'm sorry to have to tell you this, but the music is truly awful. My ears were in searing pain within about three seconds. Silence would have been far preferable.

    The minimap always crashes for me in the first level, regardless of whether I've used it in the tutorial. For that reason I didn't get past the first level.

    The concept is OK although you seem to have shoe-horned it into the theme. There's some potential for interesting puzzles, although that potential didn't seem to be met (but perhaps I didn't get far enough through the game).

    It's annoying that the teleporters move so slowly. It is rather boring to have to wait for them to gradually crawl towards their destination.

    ladron says ...
    May 2, 2011 @ 8:44pm

    I also had the minimap crashing on the second level (it worked in the tutorial. I also agree that the teleporters moved too slowly and that the background music was pretty monotonous.

    I liked the way that you integrated the tutorial text into the background of the first level - I think that worked well.

    Sandcrawler says ...
    May 2, 2011 @ 9:36pm

    I agree that the music was terrible. That's why I put in the mute sound option. I've never messed with music before, so didn't have a clue what I was doing...it doesn't even loop properly. Next time I'll either know what I'm doing with music, or leave it out.

    The minimap was nothing but problems form the start, and unknowingly (that is didn't work particularly well) I made the gameplay reliant on the minimap. It works fine when I launch the layout individually in Construct, but it seemed to have died a horrible death somewhere in the tutorial level. The screenshot is of the minimap in the second level.

    On the teleporter speed, this is actually twice the speed that I started out with. I wanted them to gain speed overtime, and so they do. When I started adjusting it I couldn't think of a good way to increase the base speed, but not farther throw out the top speeds.

    I think the tutorial is the most finished level, but Its also the one causing problems. So I uploaded a compiled version that skips over the tutorial, and removed the music.

    TellusE says ...
    May 5, 2011 @ 8:21pm

    Well, first of, the audio. Actually I'm not that biased on it. When it first turned on I tossed off the headset like a horse throws off its rider, even yelping a little. But that was mostly due to the insane volume on the music, not its particulars. Now, the music has merits determined entirely by your intent with. Although somewhat monotonous in its proceedings it had the characteristics of either alien worlds in the style of the Twilight Zone (or The Outer Limits - whichever series you like better :P) or the sort of musical style you'd associate with psychedelic mental illnesses. Given the backstory I guess neither was the intention, but disregarding the mismatch I wouldn't discount it *entirely*. But I am glad that people won't risk going deaf when playtesting your game with the fix :P

    On the gameplay mechanics I agree with Dan on the variation and possibilities, but I wouldn't really call it a problem if you didn't manage to put up some well-thought puzzles. In my experience puzzles require some degree of inspiration and if you're sweating just trying to get the work done in the allotted time frame I wouldn't worry too much about their immediate genius :)
    However, the teleporters did move far too slowly, I think that too. You mentioned that you didn't have proper ways of doing its speed. Have you considered a reverse logarithmic movement scale, starting the teleporter at a high base speed that slows down as it comes farther away from the player? Hm... might cause problems if you rely on using the minimap to hit a target far away (more often than just in this copy), the problem would be no less than it is now.
    It may sound like a bad patch, but I did actually like the player character's movements. They felt less strained than the teleporters, smooth and pleasant. It worked nice.

    A final note on the graphics. I have a feeling they were rushed a bit. In particular it seems you used a lot of generating methods in your editor of choice. The smoke effects on the ground, the colour variations in poison pools and the HUD icons, they rarely work as well as intended. Personally I feel that a simple two-colour image made by hand has a far better effect than something calculated by the system :)

    Regardless of the criticisms, you actually managed to make a complete game experience, something not all the entries can claim. Well done.

    May 6, 2011 @ 10:29pm

    Thank goodness for the P button. Once I pressed that the game got way better.

    Okay, there's a lot of good ideas going on here, always make stuff happen too fast rather than too slower, most players will thank you for it.

    Congrats on submitting!

    Danik says ...
    May 7, 2011 @ 2:39pm

    I think the screen was on the small side, making it hard to get an overview. Also, the map made the game crash for me.

    The puzzles are not too bad. The one in the entryhall level, where you could move safely between circles of the same color, was nice, although the portals moved very slowly and that made it much harder than it looked to move between the different colored circles, which was a bit annoying.
    It could use some more tweaking, but given it was made in 48h, that is to be expected.

    Congrats on completing the LD!

    Endurion says ...
    May 13, 2011 @ 6:53am

    Ah, now you're thinking with portals.
    Nice concept, sadly marred a bit by a few annoying things. The portals should start out faster. The slow start speed makes you wait and usually get run over by a Boxicon (or you need to keep pressed and run).
    All has been said of the music ;)

    mwest says ...
    May 15, 2011 @ 4:09pm

    Well done on finishing your first entry!

    I think everything else that needs to be said has been said ;-)...

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