Slug Fest by jmborden
Controls
--------
Movement: WASD or Arrow Keys
(Unlimited) Salt: HOLD space key
Game Play
----------
Salt the slugs before they eat your shrooms! Move on your farm using arrow keys or WASD. Use your salt shaker (Hold Space Key) to salt the slugs. The slugs can only tolerate so much salt before they disappear. Slay all of the slugs to win the game!
You will need a WebGL-enabled browser to play this. If you don't get a "yay" from http://doesmybrowsersupportwebgl.com/
you won't be able to play it.
Development
------------
Taking up the keynote speaker's challenge, I programmed this in Clojurescript and WebGL using the Three.js library. Though moderately proficient in Clojurescript, I've never made a game in it. I've only been learning WebGL for a few weeks through tutorials and this is my first WebGL creation.
Considering I was tackling a new beast, I chose to draw upon my experience with 2D Canvas game making so I created a 2D game. I was trying for a Compo entry, but I'll be damned if I wasn't going to have something to show for LD#32 so it's a Jam entry. This wasn't truly a game until 20 mins before the Jam ended!
I also made more complex graphics this time, including some basic animations. All assets are my own.
I had a huge blast, but I am glad it is over with something to show! This really pushed my knowledge of web technologies. I actually learned some new things about Clojurescript, WebGL and animation production along the way.
Tools & Libraries
---------------
Emacs, Gimp
Clojurescript, Three.js
About Me
---------
Twitter: @JamesMBorden
--------
Movement: WASD or Arrow Keys
(Unlimited) Salt: HOLD space key
Game Play
----------
Salt the slugs before they eat your shrooms! Move on your farm using arrow keys or WASD. Use your salt shaker (Hold Space Key) to salt the slugs. The slugs can only tolerate so much salt before they disappear. Slay all of the slugs to win the game!
You will need a WebGL-enabled browser to play this. If you don't get a "yay" from http://doesmybrowsersupportwebgl.com/
you won't be able to play it.
Development
------------
Taking up the keynote speaker's challenge, I programmed this in Clojurescript and WebGL using the Three.js library. Though moderately proficient in Clojurescript, I've never made a game in it. I've only been learning WebGL for a few weeks through tutorials and this is my first WebGL creation.
Considering I was tackling a new beast, I chose to draw upon my experience with 2D Canvas game making so I created a 2D game. I was trying for a Compo entry, but I'll be damned if I wasn't going to have something to show for LD#32 so it's a Jam entry. This wasn't truly a game until 20 mins before the Jam ended!
I also made more complex graphics this time, including some basic animations. All assets are my own.
I had a huge blast, but I am glad it is over with something to show! This really pushed my knowledge of web technologies. I actually learned some new things about Clojurescript, WebGL and animation production along the way.
Tools & Libraries
---------------
Emacs, Gimp
Clojurescript, Three.js
About Me
---------
Twitter: @JamesMBorden
| Web | http://slugfest.cagostech.com/ |
| GitHub | https://github.com/jborden/slug-fest |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=42811 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.25 | 1065 |
| Fun(Jam) | 2.05 | 1033 |
| Graphics(Jam) | 2.16 | 922 |
| Humor(Jam) | 2.69 | 590 |
| Innovation(Jam) | 2.15 | 969 |
| Mood(Jam) | 2.12 | 977 |
| Theme(Jam) | 3.30 | 556 |
@micahcowan It is a sea of imperative OO code with a few islands of pure functions (paraphrasing Erik Meijer). It was a lot easier to manage my objects in Clojurescript than in pure Javascript. It is also easier to read and only about 800 lines of Clojurescript compared to my much simpler previous game at about 1100 lines of Javascript.
But immutability would've saved me valuable debugging time with my first Ludum Dare (#30). I managed to avoid problems this time around, but I'd enjoy playing around with Elm or PureScript, or possibly ClojureScript, see where I get. I like ClojureScript because it's closer to the actual language I'll get errors in ;) ...but Elm and PureScript let me have ADTs and strict typing, which can help avoid certain kinds of mistakes. I'll have to play with them all.
I wish the game was longer though
Couldn't pass the first level though :D
It's a tough little game at first. After a while I got the hang of it but there was one aspect that bothered me a bit. When you switch sides (ex: moving from right to left), the salt pourer's hitbox is also altered. This really threw me off to be honest and I wasn't a fan of it because it made it harder to determine the spot where you'd be able to hit the slugs.
I understand you were working in somewhat unfamiliar territory tool-wise, so I can understand the simplicity.
The game is fairly compact, but I like that you didn't resort to having endless waves of enemies or anything like that to extend the gameplay further. So in a way, even though it's short, I think that length matches the content you have and feels like a good move. It never felt tedious to me, by the time grew tired of playing it I had won already.
There's a lot of additional work that could be done art/animation wise to improve though of course. Movement animations for the character/slugs. Different animations for the mushroom/slugs being destroyed rather than just fading out.
I also wish there were some sounds to go along with it all... feels sort of empty without any. Some general garden ambiance, non-intrusive sounds for the salt pourer, mushrooms being damaged, and slug deaths.
http://www.freesound.org/ is a good resource.
I like the fact that you made the effort to finish it as a jam, rather than giving up on the compo.
The objectives of the game are pretty straight forward, and I managed to beat it after 15-20 tries.
The graphics were nice, good job on making the sprites yourself.
The slugs sometimes became invisible, making me think I killed them- Maybe because they were behind some hitbox or something?
All in all a simple game, that could benefit from some sound and some polish (Most Ludum Dare games can I suppose :) ) - But well done considering you went into unknown territory.
On a side note, I notice you left a comment on my game saying that it crashed before you were able to play it. Just a reminder that it is against the rules to score unplayable entries. I'm not sure if you left a review or not, but I'll mention it just in case ;)
I wish there was a tutorial screen or something similar, had trouble even though the controls were described on the description. (I know it was my bad, but I dont think Im the only one hoping for a tutorial in game)
Would appreciate more feedback on the actions.
Good job on the compo entry, mad respect.
|I wish there was a tutorial screen or something similar, had trouble even though the controls were described on the description. (I know it was my bad, but I dont think Im the only one hoping for a tutorial in game)
Actually, if you have problem figuring out how to play the game, it's my bad not yours. Games should be something easy to fall into and start playing without reading instruction manuals.
In game tutorials was a lesson I learned this time seeing many other games that had stuff written directly in the beginning of their games.. such a simple idea can dramatically improve playability. The more playable a game is, the more people will play it!
I also agree that the salt-pourer's hitbox flip should be improved and the difficulty curve is great. Feels good to win.
Would be nice to get some feedback when hurting the slugs.
As for the slugs, I had no feelings towards them until I played your game; if they are anything IRL like in your game then I absolutely hate them
What make it especially hard/furstrating is the lack of feedback on the damage you deal : there is no way to know if you are properly placed.
I took a look at the code since 800 lines sounded like a lot - looks like you overshot a bit with the WebGL, but if you learned something sounds like a win-win. :D