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	<title>Ludum Dare &#187; crazy hard</title>
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	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>insanity</title>
		<link>http://www.ludumdare.com/compo/2009/12/13/insanity-2/</link>
		<comments>http://www.ludumdare.com/compo/2009/12/13/insanity-2/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 16:44:39 +0000</pubDate>
		<dc:creator>Redbone</dc:creator>
				<category><![CDATA[LD #16 - Exploration - 2009]]></category>
		<category><![CDATA[crazy hard]]></category>
		<category><![CDATA[insanity]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=13346</guid>
		<description><![CDATA[This is what happens when you don&#8217;t add delays in your generators. (If you can&#8217;t tell, there&#8217;s no interaction with asteroids and the player yet. :p) And yeah, I added a cursor.]]></description>
			<content:encoded><![CDATA[<p><img src="http://i277.photobucket.com/albums/kk63/redbone112/ld/ld16_5.png" border="0" alt="holy doughnuts"><br />
This is what happens when you don&#8217;t add delays in your generators. (If you can&#8217;t tell, there&#8217;s no interaction with asteroids and the player yet. :p)<br />
And yeah, I added a cursor.</p>
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		<title>My nameless LD24h8.5 entry</title>
		<link>http://www.ludumdare.com/compo/2007/12/03/my-nameless-ld24h85-entry/</link>
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		<pubDate>Mon, 03 Dec 2007 16:13:16 +0000</pubDate>
		<dc:creator>DrPetter</dc:creator>
				<category><![CDATA[LD #08.5 - Moon, Anti-Text - 2007]]></category>
		<category><![CDATA[crazy hard]]></category>
		<category><![CDATA[final]]></category>
		<category><![CDATA[moon]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[pixels]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[sphere]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/2007/12/03/my-nameless-ld24h85-entry/</guid>
		<description><![CDATA[It&#8217;s got MOON, it&#8217;s got NO TEXT, and it&#8217;s got blocky pixels, chirpy audio and all the other essentials! This was a strange &#8220;compo&#8221;, but several interesting games came out of it and I had a good time working on mine. The 24-hour time limit was rather severly busted, but that&#8217;s fine I suppose. DQ [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s got MOON, it&#8217;s got NO TEXT, and it&#8217;s got blocky pixels, chirpy audio and all the other essentials!</p>
<p>This was a strange &#8220;compo&#8221;, but several interesting games came out of it and I had a good time working on mine. The 24-hour time limit was rather severly busted, but that&#8217;s fine I suppose. DQ means surprisingly little around here, especially since this compo had no voting.</p>
<p>As usual for me, the main idea was a technical one and involved using a sphere-mapped rectangular playing area. As one theme was &#8220;moon&#8221;, this seemed easy enough to work in. The actual game concept was undetermined until rather late in the process. At first I was thinking that maybe you&#8217;d drive across the moon in some vehicle, collecting things&#8230; but that didn&#8217;t happen, so I changed it. The final game is pretty cool imho, where you drop/stack colored chips onto the moon to make them disappear.</p>
<p>This all sounds very lame and boringly puzzly in theory, but the main challenge is the hideous control scheme. You don&#8217;t control your position directly, or even your speed, OR the acceleration &#8211; but the next-higher derivative! Tap right and you&#8217;ll see very little happen at first, but after a few seconds the moon starts slowly rotating in the chosen direction, and then it goes faster and faster unless you compensate in the other direction. It&#8217;s very easy to overcompensate and end up in an oscillating back-and-forth motion where you have no real grasp of what the hell you&#8217;re doing, but play the game enough and you can enter into a sort of zen state where you can &#8220;feel it&#8221; and get along pretty well. This is really essential, since you need to position yourself very accurately over the chips to avoid missing (and thereby creating a new stack which needs to be completed and removed).</p>
<p>Unsurprisingly, most people that tried the game hated it. Once I realized where it was going I pretty much tried to make it as evil as possible, much like a lot of old C64 games which you find in some old dusty drawer without a manual and have no idea whatsoever what to do with. You&#8217;d start a game and almost instantly die, and the controls weren&#8217;t obvious at all or severely broken. Ah, the heritage.</p>
<p>I&#8217;m really happy with the music though, sets the mood nicely. Imho the game is worth playing a few minutes for that aspect alone if you&#8217;re a retro geek.</p>
<p>Scroll down to the bottom of this post to read some instructions (that you shouldn&#8217;t really get if you want the full frustrating experience).</p>
<p>Download: <a href="http://www.cyd.liu.se/~tompe573/ld2485/drpetter2485.zip">Windows version (575 kB)</a></p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/05.jpg"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/05.thumbnail.jpg" /></a></p>
<p>-</p>
<p>-</p>
<p>-</p>
<p>Quick instructions: Arrow keys to move/rotate, Z to drop chips. Do not drop like-colored chips on top of each other.<br />
There&#8217;s a small cheat which might make the controls a tad easier to grasp &#8211; type &#8220;showyou&#8221; at any point to bring up an acceleration graph in the top-right corner.</p>
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