This is a fishing-and-driving simulator for Ludum Dare 41, "combine two incompatible genres." I tried to actually put enough instructions in the cart for once, but if if anything's confusing or too hard, please let me know!
LDJAM voters, the submission page is back thisaway: https://ldjam.com/events/ludum-dare/41/the-fish-and-the-furious
Here's a super secret preview of Dragondell, a cute stealth adventure game. Code and art are by me, music and sound design are by Gruber -- grubermusic.com. The main page for this game is now on its itch.io page -- feel free to continue leaving comments here as well, but I may be slower to see them, and the version here may lag behind that version if I make further updates.
Note: There's a brief flashing effect when you go through the portal. You can disable it in the pause menu.
GOALS AND CONTROLS
- Collect loot by bringing keys to chests
- Befriend royals with O (z), then return them to the castle of the proper color (match robes to flags and lead them all the way to the door)
- Don't get spotted by knights; you can breathe fire at them by holding X (x), but it takes a couple seconds
- Once all the royals are returned, use the portal to end the game
- Knights will now only alert when they see fireballs on Veteran.
- Found some tokens and added key hints.
- Tuned knight speeds at Adventurer and Veteran difficulty levels.
- Fixed a bug that caused roasted-knight ash to stay in the room if you roasted two knights in the same place.
- Added sentries.
- Added difficulty settings.
- Fixed royals not entering castles after swapping positions.
- Made the board a little smaller; there's now 5 each of royals and treasure instead of 7.
- Knights you haven't seen before should no longer spawn right next to you. (If you let one chase you off screen and then turn around and come back, it'll still be there, though.)
- Added new score bonuses and adjusted some existing values.
- Fixed bug whereby roasting a knight who was standing on a key would destroy the key.
- Fixed the speed bonus not resetting properly in between games.
- Updated sounds to final version, including end music.
- Keys, coins, and piles of ash (former knights) no longer block sight, movement, or fireballs.
- Added more possible score segments.
- Added new set pieces.
- Put visible trays in the HUD for keys, coins, and crowns.
- Adjusted the fireball sprite to look more continuous.
- Adjusted some set pieces.
- Fixed knights sometimes spawning on top of castles.
- Fixed chests spawning in positions that would block passage through the room.
- Fixed speed bonus calculation.
- Fixed several bugs that caused sounds to repeat rapidly.
- Fixed the timing of the portal using noise.
- You can now move while befriending.
- If you manage to step through a door onto an NPC, that NPC should now move. (Please let me know if you successfully reproduce this, it's hard to test.)
- Knights will now pause for a moment when you enter a room.
- Fixed bug where special items would sometimes be placed behind trees.
- Bumping into knights from behind makes them turn around.
- Knights turn to ash a little faster when fireballed.
- Ash will disappear immediately when you leave the room.
- Tweaked some score bonuses.
- Some new sfx and related bugfixes.
- Capped the speed bonus based on how many rooms the player visited.
- First draft of sfx!
- Knights will no longer turn around if you sneak up right behind them.
- Knights now notice fireballs in their field of view and try to find the origin.
- The end portal now only appears after returning the last royal.
- Added a bunch of new score bonuses, some of them quite silly.
- Lots of title screen improvements.
- Minor adjustments to room templates.
- Fixed a bug in vision cone calculations (thanks Joel!)
- Massive art update.
- Fixed a bug where the castle distribution was sometimes different from "one of each color" (thanks Yoshi!)
- Fixed a bug where knights would get stuck in their "charging" sprite if you left the room and came back
- More score tweaks
- Map generation now validates rooms (to make sure all goals and exits are reachable)
- Made it even harder for knights to chase you immediately on room entry (and easier to get out of it if you're clever)
- Switched to the version number I actually meant last time (whoops)
- Knights who have spotted you but not yet charged on you move faster
- Knights will not be looking at you as soon as you enter a room (even for the second time)
- Minor tweaks to room generation, scoring, and portal animation
- Added menu option to disable flicker effect
A low-key puzzle platformer set in the clouds at night. There's just enough level right now to show off the mechanics, and give you an idea of what I'm planning to do with it.
This is a working title. Suggestions for titles that aren't terrible are welcome, as is other feedback.
- It's possible to create situations that prevent you from finishing the level, even using a portal to backtrack. (Let me know if you do this while trying to follow the critical path, though.)
- Jumps occasionally don't completely jump, making stair-climbing not as smooth as it could be.
- New map art. It's now much closer to the final visual style that I want.
- New map section.
- New map. This will probably change a bunch more times before it's final but this one is a better reflection of the kind of thing I want to do with this.
- Recalling to a portal now resets block positions to what they were the first time you passed through that portal. That should make them more useful for resetting puzzle state, and also make it harder to get stuck by pushing blocks over them.
- The camera no longer tracks the player pixel for pixel on the y axis, which is to say, it won't follow every jump, it'll just follow when you land (or fall for more than a couple of blocks).
- Lots of physics tweaks. It's not all the way there yet but I have finer-grained control over getting it there. (Specific feedback about this is super welcome.)
- v0.3.1: Mostly graphics updates -- twinklier portals, signier signs, parallaxical stars. But also, portals will update their knowledge of saved block state if you revisit them, and player speed is slowed down a little.
- v0.3.2: Added a little bit more puzzle, just because you're cool and deserve it.
- Simplified most of the controls,
- Spruced up some sprites, and
- Added a little bit more level.
- Still need to tweak the physics, and put portal recall on the unused button.
- v0.2.1: Recalling while carrying a box causes you to drop the box; this prevents both getting stuck because your carried box gets stuck in a wall, and getting stuck in a hole while lifting a box.
- v0.2.2: Minor control tweaks.
- I got a bunch of work done today on an idea I've had kicking around for a while. This demo just walks you through the controls and then gives you one little puzzle at the end. I know the player physics are kinda gummy right now, but I'm interested in how the controls feel and whether you have any trouble getting to the end.
I wanted to see if I could implement a generic flood fill that's fast enough for live use. This probably isn't it; it's fast enough for the demo but maybe not for a quick-moving game, and misses some edge cases. Plus it eats a lot of memory. It was fun to write, though! And it doesn't recurse, it just builds a queue in memory and iterates through it.
How to play with the demo:
- x and z to cycle through the vertices
- arrow keys to move the highlighted vertex
There are two fills happening here; the dark red from the bright red point, and the dark blue from (0, 0). (There's also a white rectangle behind the whole thing, which you'll notice if you move the shape around in a way that keeps the fills from reaching everything.)
I learned how to do the memory stuff from krajzeg's excruciatingly cool lighting engine, which is written up here if you haven't had the pleasure: https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7
I'm making myself knock it off and go to bed before I solve those last couple of edge cases, but if this is useful to you as-is, please use it! Note that it helps itself to all of the user-defined memory space by default; you can limit it by changing the constants queue_start and queue_size (immediately above the floodfill function), but could in theory run into trouble if you set it very small and try to fill a very weird shape. (I haven't actually done the math on what it would require.)
just playing around with some blockdude-inspired platforming.
left and right to move, x to jump
z to spawn a box
bump into a box + down = push the box
bump into a box + up = pick up the box (the space above it and you must both be clear)
while carrying a box, hold up and tap a direction to drop it
trying to decide if this control scheme is ridiculous or not!
Look, naming is hard.
I've been wanting a good infinite match-3 for a while so I figured I'd try my hand at it. The twist here is that you select pieces to remove, not to swap. In order to keep some pressure on, there's still a turn counter -- you lose a turn when you remove a piece, but you get one back every time you match three, and two back if you match at least five. So if you move efficiently you can keep it going for a while (but more piece types will start showing up after a few boards to make it harder).
This can still get a little tight in the early levels, I'm working on tuning that, but if you lose on the first board you just got unlucky.
My first Ludum Dare game, for LD40: "The more you have, the worse it is." Collect loot and bonk monsters, but be careful -- it's dangerous in the depths!
LD submission page (including bugfix changelog): https://ldjam.com/events/ludum-dare/40/treasure-balloon
New in this minor version:
- Carrots block the farmer's sight
- Farmer is smarter about going around obstacles
- Farmer only chooses a direction after each step (so it's possible to dart in and out of sight)
- Changed default level
Still to do:
- Make combos visible
- Other vegetables with different growth rates?
- Level changing
- Intro/tutorial levels
- Add a sprint?
- Autogenerate maps?