Ludum Dare 26
April 26th-29th 2013 :: Theme: Minimalism
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(R,G,B) - KilledByAPixel - 48 Hour Compo Entry
== CONTROLS ==
Use WASD or the D-pad or an Xbox 360 controller or SNES gamepad
Right/Left - Roll clockwise/counter-clockwise. Note: this is not always the same as moving left or right
Up/Space/Trigger - Bounce
Use your spin to control how you bounce, especially off walls. You will bounce a bit higher on subsequent bounces. Don't go nuts with bouncing or rolling like crazy, it's better to make more carefully controlled bounces and movement.
== IF SOUND EFFECTS ARE TOO LOUD ==
Bring up the console with ~ and type "volumeScale .7", this will reduce sound effects to a lower level.
== IF IT RUNS TOO SLOW ON YOUR COMPUTER ==
Bring up the console with ~ and type "lightEnable 0", it won't look nearly as awesome but should at least be playable! There is also a low detail setting in the autoexec.cfg file in the same folder as the exe. You can open that up and uncomment the lines under "low graphics settings".
== MORE INFO ==
My goal was to experiment with pure color values and explore the flat 2D space while keeping the game itself very simple. The concept is based on linearizing a metroidvania style game and removing all the upgrades and powerups. I am using a technique where the final light mask is rendered fully rather then modulated in like it normally would be. There is also a vision pass which prevents you from seeing through walls. This was all done using my open source game engine "Frank Engine".
The gameplay is physics based, the only buttons are left, right and jump. It also supports keyboard or gamepad. There are no upgrades, weapons, secrets, powerups or any other things to collect. Though there is a potato at the end.
Some of the little touches that took up a ton of time were the rain effects which includes simulated 2D water droplets with lightning, thunder, and splash effects. I made the doors open in a cool new way to help show off how the light is passing through them.
I created the music from scratch during the comp using Figure by Propellerhead on my iPad.
I put up a link to an unofficial post-comp version where I've already fixed some bugs and refined the gameplay a bit. I will continue to make changes based on feedback in this thread.
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