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    Ludum Dare 22

    December 16th-19th 2011 :: Theme: Alone

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    A dark dream - 0x64 - 48 Hour Compo Entry

    Tools:
    VS2010 express c# for windows phone
    Nokia Lumia 800
    Inkscape
    Ableton Live

    I will port the game for windows ASAP, should be just a matter of recompiling it for desktop XNA.

    This is my first entry in Ludum Dare.
    Used time was Saturday ~10 hours and sunday ~4 hours.
    Sadly I had to travel sunday and missed alot of useful time.

    This demo is therefor only 4 levels but I hope you can get the idea.

    Controls
    2 arrow buttons to move left and right.
    Touch to send a burst of particle to reveal the level topology and to illuminate all the lights in the level at the same time to complete the level

    The lights will slowly fade out.

    link to xna framework: http://www.microsoft.com/download/en/details.aspx?id=20914

    View 0x64's journal. | View all entries by 0x64

    Ratings

    Coolness88%
    #129Mood3.07
    #129Theme3.35
    #154Innovation3.00
    #284Audio2.41
    #444Overall2.48
    #521Graphics2.09
    #579Fun1.76
    #604Community1.80
    #607Humor1.21

    Comments

    0x64 says ...
    Dec 19, 2011 @ 2:48am

    Requires XNA libs

    Aslai says ...
    Dec 19, 2011 @ 5:55am

    I've never seen a game quite like this before. It wasn't very fun, but it fits the theme quite well. The mood is also great with this one.
    It wasn't at all funny either, and short.
    Also: XNA. Gross.

    Kelly Thomas says ...
    Dec 24, 2011 @ 4:12pm

    I found it quite hard to move around/understand what is happening

    0x64 says ...
    Dec 24, 2011 @ 11:26pm

    Thanks for the feedback. Hard to move vs. small map, trapped in nightmare, confusion was what I was going for. It mostly ended in a early design fail that could not be easily corrected.
    Was thinking about some sort of thunderstorm lightning the map periodically, at least in early level, the confusion would be smaller.

    QXD-me says ...
    Dec 29, 2011 @ 2:42pm

    I played on windows and I suspect the controls seem better on a phone.
    So saying, I don't think you should reduce the confusion, or make it easier, I don't even think you should have explained in the introduction how to progress (luckily I didn't read them closely enough to realise that you did). I think the confusion really adds to the mood.

    I really liked the absoluteness of the darkness combined with the minimality of light you could produce and the sense of hopelessness that produced. I think that was an excellent mechanic and I found the game quite fun overall.

    I also found the ending quite humorous/ironic, well maybe not ironic I can't quite think of the word I'm trying to say. It was certainly a nice use of reflexivity that made me laugh.

    Perhaps I'm just sadistic though?

    Pierrec says ...
    Jan 3, 2012 @ 11:48am

    I really enjoyed the light effects. It's a great idea and it should be more exploited. But unfortunately, the game isn't very fun in state. Maybe it's more fun on a phone though.

    0x64 says ...
    Jan 5, 2012 @ 6:00pm

    Thanks again guys :).
    I didn't design for fun, that's for sure, I took the opportunity to try just some mechanics. Having one half-day instead of 2 limit a lot of what you can do.

    The game is now published in windows phone marketplace for free (obviously) for those who want to try it on their windows phone :o

    jeffz says ...
    Jan 7, 2012 @ 10:52am

    Found it confusing, wasn't sure what I was supposed to be doing, got a little frustrating.

    Beerman says ...
    Jan 8, 2012 @ 1:31am

    I have absolutely no idea what was going on there.
    Cool visuals though :)

    Raptor85 says ...
    Jan 8, 2012 @ 2:27am

    XNA4 won't run under WINE so can't rate, sorry :/

    Stargoat says ...
    Jan 8, 2012 @ 3:08am

    confusing game...

    I do like the light mechanic though. I think keyboard controls would be a nice touch.

    The game, at least the LD entry, doesn't really do anything interesting with the mechanics, in my opinion. If the player had to navigate complex terrain (maybe with some platforming?) by lighting it up, that could go a long way towards creating a more interesting experience.

    DDRKirby(ISQ) says ...
    Jan 8, 2012 @ 5:56am

    Potential was there, though it's a little too rough around the edges unfortunately. With some more work/attention to details/polish/gameplay tweaking this could be pretty cool perhaps.

    I'm quite partial to the linking of narrative with game mechanics (did that in my own entry, actually), so thumbs up for that. There was actually once time when for a split instant I started to actually visualize the outline of the level, a la echolocation, so that was really cool, but it was only a split second. So, the idea was there, I think.

    wbobeirne says ...
    Jan 8, 2012 @ 7:04pm

    Fitting to the theme, but very rough around the edges. Collision detection was a bit wonky. Keep working at it though!

    0x64 says ...
    Jan 9, 2012 @ 12:57am

    Wow cool so many comments, thanks guys! Can't wait for the next ludum dare, will make sure I have no other obligations then! Will need to train also more on visual polishing.

    Stargoat, yup, it would be cool to have moving platforms, have some collectable particles that would stick and larger map.

    Malactus says ...
    Jan 9, 2012 @ 4:04am

    There definitively is the mood: and as a concept its very intriguing. Not so much sure about the fun aspect, but with enough variation you could get that in as well.

    The sound and script were good.

    whilefun says ...
    Jan 9, 2012 @ 2:39pm

    interesting concept!

    Cosr says ...
    Jan 9, 2012 @ 4:14pm

    Nice concept. I definitely would have preferred keyboard control or something for the windows build rather than clicking the arrows on the screen, but that's a very minor issue.

    I think with the limitation of only being able to move left and right, there isn't really enough depth to the puzzle solving/exploration potential of the mechanic. It would be neat to see the light scattering mechanic expanded more.

    It's a little weird to have all the little light seeds disappear, especially mid flight, when you fling more, instead of fading on their own. Though making the player able to just fling more ad infinitum wouldn't really work out because they'd be able to just saturate the entire level.

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