Torn Between Worlds by CaptainCabbage
In this game you are trying to escape your prison by grabbing sources of power to unlock the doors. You must travel between two parallel worlds to reach these power sources and to avoid certain death by fireballs (trust me, that is what they are).
The game was written entirely in C++ using OpenGL, GLEW, GLFW3, and PortAudio. No sound, music, or graphics creation tools of any sort were used. Everything was done entirely in code, hence the retro feel.
Arrow keys control movement.
Space key switched between worlds, and returns you to the world after death.
Escape key exits the game.
There is only one level. Sorry.
The game was written entirely in C++ using OpenGL, GLEW, GLFW3, and PortAudio. No sound, music, or graphics creation tools of any sort were used. Everything was done entirely in code, hence the retro feel.
Arrow keys control movement.
Space key switched between worlds, and returns you to the world after death.
Escape key exits the game.
There is only one level. Sorry.
Ratings
| Coolness | 47% | 1319 |
| Overall | 2.73 | 995 |
| Audio | 2.91 | 423 |
| Fun | 2.65 | 892 |
| Graphics | 2.55 | 895 |
| Innovation | 2.62 | 941 |
| Mood | 2.50 | 944 |
| Theme | 3.30 | 527 |
(and I'm on mac so I went out of my way to install half a dozen lib and compile this from source, because your screenshot was intriguing!)
Nooner Bear, thank you!
Oogaboogacaveman, I apologize for the difficulty. I would have liked to have a better set of instructions in-game, but just didn't have the time to finish the models for the entire alphabet. The cannons do not cycle while in the other world. I am considering showing both worlds on screen at once (in a non-distracting manner) as another player suggested. If I had time for more levels, I could have eased the player into the difficulty in a much more entertaining way. Thank you for your feedback!
Jprogman, as far as I can tell, the movement is the only glitch in the game. Not the best thing to ave glitches, I'll admit. This ability to even win wasn't implemented until the last 15 minutes of the compo, so I never had the chance to fix the collision system (where the movement problems come from).
4xisblack, you have explained my ultimate reason for entering the compo. I really wanted to go back to the roots of gaming and create completely from scratch. The audio was a huge pain from buffer underruns from the game Not generating sound fast enough for the output (dynamically at 44100 times per second) to mixing issues where sounds didn't blend well for the ears. Glad you made it through, though.
Thank you everyone for your input! As soon as I can get my laptop running again, I will play test your entries!
~funkeh
Segmentation fault (core dumped)
Isaac, I was pondering having both fireballs that continue to process in one world while they would freeze while away in the other.
But the game difficulty ask too much. You should make the time flow don't stop in red wolrd when you go into the blue one.