Ludum Dare 23
April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Large Hadron Collider: Ludum Dare Edition - Muhiz - 48 Hour Compo Entry
Windows ( x86 ) | Linux( x64 ) | LOVE | Source
Action-packed not-so-well polished survival game without weapons. Try to avoid other particles as you may cause a new Big Bang inside Large Hadron collider. No sound, sorry.
Windows package contains EXE with required DLL:s, just unzip it. It unfolds into subfolder.
UPDATE2:
Compiled x64 binary for Linux packaged with tar/gzip. ( Hopefully works )
Sorry, no x86 support, yet.
Using LOVE 0.8, so Linux x86 or Mac users could download/install it using package manager or from
www.love2d.org and run the .love file.
Lastly changed source to code repository.
Update:
Changed Windows EXE from 64 to 32 bits.
Here's the original 64bit version: http://db.tt/lKGb963P
Happy, or not so happy gaming!
View Muhiz's journal. | View all entries by Muhiz
Ratings
![]() | Coolness | 71% |
| #436 | Theme | 3.03 |
| #455 | Fun | 2.76 |
| #520 | Humor | 2.07 |
| #684 | Innovation | 2.39 |
| #709 | Mood | 2.22 |
| #754 | Overall | 2.44 |
| #794 | Audio | 1.00 |
| #862 | Graphics | 1.81 |
Comments
Restarting works but apparently I forgot to check if player moves out of the playing area.
Best part of the LD:
My son liked the game. ( Or he pretended to like it )
Difficult! Especially with how slow it moves compared to some of the starting particles. I had a huge one swinging towards me at the start and barely escaped it.
If you are not dead space restarts the game
Player can escape the screen and I noticed that it is the best strategy :)
My record : 70.263 nanoseconds
Sweet : ] Love the name and idea. Though it really needed some tight speedy movement i think, it felt really sluggish and kind of a pain to maneuver around.
Windows version should now work on 32bit platforms. Forgot to include, when the submission panic caught.
The slow movement is intentional as it was planned that way from the beginning. I admit, it might not be a good thing.
As a side note, I think the gameplay breaks after 30 seconds , because some particles goes too fast to see them properly. It shouldn't get any harder after that though as gradual difficulty increase is capped at 30s.
The escape from the screen was not intentional but is nice cheat. I spent too much time trying to make sure the clock would work when game is paused. It will invalidate the highscore if window has been out of focus, because I'd not enough time to test whether the clock code was working in that special case.
Needs more gameplay testing. Thanks for the comments!
Talk about bullet hell! My highscore is 24.683 nanoseconds...that's probably the shortest amount of time I've had for a highscore ever.
I think there's a difference between slow movement and sluggish movement...this felt less responsive than it could have. A simple speed-up may or may not fix this (usually, in my games its a latency thing, but there are a bunch of things that affect the feel of movement & controls).
Neat idea, though.
Just tested:
Doubling movement speed and equaling axis movement does make it easier to get over 20ns. Can't be sure about the reponsiviness, should test on different machines. The collision and particle creation/destruction code is unoptimized, which might cause lag. Some particles even vanish suddenly, but it's a feature: They do a quantum jump. :)
The game becomes incredibly difficult at ~24ns and unplayable after 30ns. After 30ns, the particles move too fast to be avoidable. I also tested the game at higher resolution before submitting but felt it made the game too easy.
I think I may use this idea in the near future and make a more approachable implementation.
***I'm posting this on all non-browser games I bring up in an attempt to encourage folks to make browser games next time around. Do not take it personally.***
When hundreds of people make non-browser games, that means that, to play all of the entries, I would need to download hundreds of games to my computer. I typically use OS X, so Windows-only entries are particularly inconvenient.
Please consider making a browser game next time.
netmute: I wish I'd have Mac, then I could do Mac executable: https://love2d.org/wiki/Game_Distribution
For Linux it might be better to install Löve and use the source .love file.
Isn't it great when sons say they like your game. :) I even caught my son playing my game without me asking! :)
This was a cute little game. I got the asteroids vibe off of it.
Susan
I enjoyed the simple pleasure of trying to survive while watching the (quite pretty) particles explode around me!
My only suggestion would be that, as others have said, the main particle should move a lot faster to give the player a chance to move out of the way.
It's hard enough trying to spot the faster particles coming your way; there was no need to compound the problem by making it sluggish to move to safety once we've seen them!
Second time I played I survived for so long that everything went ultrafast and the colission detection went out the window :) pretty fun game though although the player movement felt a little too slow, it was basically down to luck
44.546 ns! haha very fun. I love how stuff explodes right in front of you when you think you're to die. Really ridiculous after 40 sec or so they whizz by soo fast its basically like luck (which is fine).
Anything with the phrase "reboot universe" is a-ok in my book. You game definitely imbues the feeling of being helpless in a particle accelerator. Too bad no sounds though! Visually, I liked your particle effect it looked like a tiny little probability cloud. I thought that was a lot neater looking than the grey particle models. Mechanically, maybe you can add a double-tap to dash mechanic to add a little more variety?
Well, this entry seems rather borinOHMYGODWHYISEVERYTHINGEXPLODING!
Seriously though, good job. I think the player needs more forms of interaction somehow, but it's a good start nonetheless.
Thanks again for good comments.
Next time I should use better screen capturing software, because I couldn't take good picture before I died. :)
Hmm after 30ish nanoseconds things start to fly so fast I pretty much just give in to the benign indifference of the universe and accept death... My high score is 38.25ns. :)
Liked it. I don't think the orb needs to move faster necessarily, but it does seem like it's response is slow. Try moving one direction, then immediately moving the opposite. It seems like it takes a fraction of a second before it switches directions. Maybe your framerate is too low? I'd almost think adding a slight bit of inertia to the orb might make it more interesting and mask the slugishness problem. When in doubt, make the bug a feature!
Oh, and sound. This game needs sound! Lots of it.
couldn't test, segfaults on load with no error message (linux x86_64 build)
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Just forgot:
Arrow keys to control. Space to restart. Actually I don't know what happens if Space is pressed when player is not dead...