The MillionWood by frogcheese
In the MillionWood, every action has repercussions, every event is linked, and everything that happens has without a doubt already happened, and will happen again. It's a dangerous place, though that doesn't stop a tribe of Grobles from heading there every summer to party.
Well, maybe it should.
Proper speak: this is a platform game where you, as you progress, have to control multiple characters simultaneously. Levels are of varying trickiness, but the real trick of the game is that, as you reach new levels, you will also have to play and clear the older levels at the same time. This is where the "million" part comes from. It's closer to "Half-A-Dozen", but "Half-A-Dozen Wood" isn't that catchy.
HOWTO:
* WASD/Key arrows to move
* SPACE/W/UP/CTRL to jump
* R to toggle between resolutions - supported ones are 800x600, 640x480 and 1024x768.
Connected Worlds was the theme. The levels are all connected to each other in the sense that you have to clear them simultaneously. It also applies to the characters - the little Grobles that you take on a tour through the woods - where if one character dies, it means the end for all of them. Also, pressure plates affect all active levels regardless of where they're stepped on. Watch your back!
Game was made with LibGDX, sounds with Bfxr. Music with Anvil Studio + GarageBand.
Tested on OS X, Windows 8/XP and Ubuntu. You will have to mark the file as executable to run it on later versions of Ubuntu - you can do this by right-clicking the .jar file and going into its Properties. There should be an "executable" checkbox there.
- v.1.01 - Built for Java 6 and fixed a bug where on some platforms the falling blocks would kill you even when standing on top of them.
- v.1.02 - Multiple resolution support.
Well, maybe it should.
Proper speak: this is a platform game where you, as you progress, have to control multiple characters simultaneously. Levels are of varying trickiness, but the real trick of the game is that, as you reach new levels, you will also have to play and clear the older levels at the same time. This is where the "million" part comes from. It's closer to "Half-A-Dozen", but "Half-A-Dozen Wood" isn't that catchy.
HOWTO:
* WASD/Key arrows to move
* SPACE/W/UP/CTRL to jump
* R to toggle between resolutions - supported ones are 800x600, 640x480 and 1024x768.
Connected Worlds was the theme. The levels are all connected to each other in the sense that you have to clear them simultaneously. It also applies to the characters - the little Grobles that you take on a tour through the woods - where if one character dies, it means the end for all of them. Also, pressure plates affect all active levels regardless of where they're stepped on. Watch your back!
Game was made with LibGDX, sounds with Bfxr. Music with Anvil Studio + GarageBand.
Tested on OS X, Windows 8/XP and Ubuntu. You will have to mark the file as executable to run it on later versions of Ubuntu - you can do this by right-clicking the .jar file and going into its Properties. There should be an "executable" checkbox there.
- v.1.01 - Built for Java 6 and fixed a bug where on some platforms the falling blocks would kill you even when standing on top of them.
- v.1.02 - Multiple resolution support.
Ratings
| Coolness | 98% | 2 |
| Overall | 3.55 | 241 |
| Audio | 3.29 | 233 |
| Fun | 3.54 | 184 |
| Graphics | 3.38 | 380 |
| Humor | 2.34 | 548 |
| Innovation | 3.10 | 602 |
| Mood | 2.93 | 604 |
| Theme | 3.68 | 239 |
Exception in thread "main" java.lang.NoClassDefFoundError: TheMillionWood/jar
Caused by: java.lang.ClassNotFoundException: TheMillionWood.jar
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
Could not find the main class: TheMillionWood.jar. Program will exit.
I will freely admit that I am incredibly spoiled regarding screen size when it comes to computers, but with this I hope those of you with less ostentatious setups can play without any more trouble. : )
On the other hand the way you connected levels was nice, difficult but not insane, and sprites are really nice!
It always amazes me how some people can code a game and produce so much level design, in 48 hours.
I loved your LD29 entry as well, keep up the great work!
in a good way.
Nostalgic...
The music really grew on me, I liked it better after playing for a while, that's great for a puzzle game.
Did you synchronize the flashes and beat programmatically?
(nice touch by the way)
And I'm glad that the music drew you in! The reason I put the pulsing in there in the first place is because I thought it'd blend the song and game together much more firmly than if I just put the song in there by itself.
Nice game! The music is really cool, and with the graphics, they're setting a good mood.
Clever concept, nicely done, and with many levels, that's great :3
This is most likely because I got a bit blind to what was and wasn't hard by having to play through the entire game dozens of times and tweak the design until I was able to finish the game myself.
Fun fact - there are six screens in total, spanning 24 levels. Oh, and I used to not be able to clear the final level, so I kept making both that level and a few others leading up to it easier until I could. At that point I got worried that I might have made the game *too easy*, because by then I could reliably finish the whole thing in less than 10 minutes, no sweat. Boy was I wrong...
I guess the lesson here is test your game on other unsuspecting victims before releasing it into the wild. And if you can't do that because you're taking part in a 48 hour competition and it's 2 AM, take the time to realize that your players do not have an ingrained muscle memory of every level from rigorous playtesting. :P
The music is really superb, (I have the game still running in the background and keep listening to it.) it has a lot of variety, so that it doesn't get repetitive.
At first I thought it would end with 4 worlds, but then there was a 5th and I thought that was a bonus round and when the sixth appeared I was like "Are you f... kidding me?"
But overall I really enjoyed it, keep making games^^
And I'm sorry for killing 468 little Grobles >:)