Worlds Collide: a tale of many by uprightpath

[raw]
made by uprightpath for LD30 (COMPO)
NOTE: Following some of the comments I re-evaluated the game's looping mechanism and discovered that I was missing key input on certain ticks. I fixed this and also updated the final level slightly for playability's sake (I moved the boxes such that you can tell more easily when they're raised/VS lowered.)

Game-
Two girls, from different worlds, trapped in a puzzling world between them. Help them attempt to find an exit for the puzzle and from each other's minds. Also rhymes. Lots of them. Bad ones. Hope you enjoy.

Goals-
Check doors (Rectangles with a 'handle'), key-plates (Diamonds with a slot) and people (Amethyst Shade or Purple zig-zag ghost). Each wants something. Doors want specific keys. People want other items. Collecting crystals (Purple diamonds) and gold (Yellow hexagons) can help.

Controls-
Options Menu
Mouse only
Key Assign Menu
Mouse only. Clicking a button will allow you to press a key to assign to that action.

Game Select/Dialog Menus (Can be edited through Options- Key Assign)
Mouse - Can select things.
Navigated with mouse or default Up/Down/ Z (Accept) method. These can be changed in the options.

Game Play (Can be edited through Options- Key Assign).
Left/Right- move currently selected girl in that direction.
Down- Fall through platforms (Thin platforms) while falling.
Jump (Default Z)- Jumps if standing. (Hold down to a variable height jump).
Interact (Default X)- Interacts with a door, key-plate or person.
Swap (Default A)- Swaps between Aisling's and Ashley's worlds.

Notes-
Only the active world has physics applied to it, this means you can swap in the middle of a fall.

Purple objects 'exist' in both Aisling and Ashley's worlds. Taking a purple item with one will remove it from both worlds. Moving purple objects will continue to move regardless of which world you're in, however they follow the rule of physics only applying to the active world.

Always ask people what they need first, some levels cannot be completed if you're not careful about who collects what.


Issues-
Some collision box issues with respect to small platforms, moving objects (Especially when a character is 'crushed' between objects and changes that happen to the world due to purple objects.

No music currently (Music related options don't change).

Bad layout for menus.

Ratings

Coolness 44% 1503
Overall 2.56 1084
Audio 1.68 949
Fun 2.40 1047
Graphics 1.96 1161
Humor 2.44 480
Innovation 2.84 790
Mood 2.50 944
Theme 3.24 568

Feedback

ViliX
25. Aug 2014 · 02:36 UTC
I don't like the game as much as I like that you've used LibGDX + Box2D :) Great work.
hazzahazzam
25. Aug 2014 · 07:52 UTC
Move way too fast for my liking, platforming is barely possible. With some graphics and music, this would be great!
IcyLava
25. Aug 2014 · 13:53 UTC
Yeah, I think it's too fast. It took me a while to get to the first door ;_; . Good work though!
pighead10
25. Aug 2014 · 17:43 UTC
Good use of the theme. Controls were a bit clunky, no need to travel that fast or slide that much when you land on a game like this.
kyru
25. Aug 2014 · 18:37 UTC
Not bad, controls felt a bit rough but I do like rhyming.
JackDegree
25. Aug 2014 · 18:59 UTC
Ok, I loved the rhymes, definitely sets a certain tone for the game. In general that was enjoyable, though it would be cool to someday add more difficulty. I ran into some bugs towards the end (the menus did not work anymore), but they did not impair my experience. Controls get a bit to get used to but they aren't that much of a problem in my opinion. In short: Nice job! :)
Sunflower
26. Aug 2014 · 16:59 UTC
Alright, played it, the rhymes weren't even that bad, though they did feel a bit... pretensious? Also, they're related to Aisley, while Ashley is more down-to-business and doesn't do rhyming, right? Oh, and Ashley is American?
I'm not sure if it as intended, but I felt like Aisley was a girly girl conrasting with more tomboyish Ashley. I just wonder how in the world those two ended up connected. ^^"

I didn't particularly like the graphics; following certain style is one thing, but for some reason I don't like the colours; can't tell what would work better, though. O.o" One thing for sure, though: the gradients in buttons contrast with the plain colours of the game itself.
Also, the controls felt rather unresponsive, even in the Bugfix version; thankfully I somehow managed to complete the Aisley's Lifts Alone level, but it was rather annoying still, especially with waiting for the lift to return.

I guess it's one of more distinct entries and could be developed interestingly; but if you wanted to make this project further, I guess you'd have to rework the controls a lot. >.<
little-burrito
26. Aug 2014 · 22:10 UTC
The controls could use some work - I personally need more time and precision to be able to get the platforming down. Nice concept, and good ideas for the levels.
🎤 uprightpath
26. Aug 2014 · 22:51 UTC
@little-burrito Yeah, it doesn't help that there's a glitch in the controls that cancels part of your velocity when you land on/pass through platforms.
Retl
27. Aug 2014 · 18:39 UTC
I got all the way to the end of the Worlds Connected level, but I accidentally pushed the lower-character into the empty abyss of nothingness to the left of the last proxemity barrier. Tried to restart the level, but I couldn't get out of the options menu. Exit took me back to level select, but selecting a level from there just dropped me right back into the options menu. Also, I noticed that clicking the Restart and Exit buttons also displayed "Clicked!" in the terminal window.

Anywho, it's a neat little game, and I had some fun with it. Good stuff!
Retl
27. Aug 2014 · 18:40 UTC
I got all the way to the end of the Worlds Connected level, but I accidentally pushed the lower-character into the empty abyss of nothingness to the left of the last proxemity barrier. Tried to restart the level, but I couldn't get out of the options menu. Exit took me back to level select, but selecting a level from there just dropped me right back into
Christian Scandariato
28. Aug 2014 · 16:40 UTC
Nice game. I liked the rhymes, but the sound effects were a bit piercing.
Hempuli
29. Aug 2014 · 14:27 UTC
Lovely writing! The game ran a bit too quickly and in tit for tat the diamonds suddenly disappeared, but otherwise it's a nice solid entry.
eemmbbeerr
29. Aug 2014 · 16:31 UTC
It was fun, but after a while the game didn't react to the A key for a really long time. The menus also lag. Interesting idea and graphics would be very nice if you added walking animation to the characters.
🎤 uprightpath
29. Aug 2014 · 18:31 UTC
@Christian Scandariato Yeah, they were added at the very end when I went "Oh, shoot, I forgot to add those!"

@Hempuli If you could tell me 'how' it disappeared I would greatly appreciate it. The diamonds can be picked up by either character.

@eemmbbeerr I'll take a look at it. It might be that the game itself was lagging terribly for some reason. I didn't implement anything to display the frame rate so it could just be that.
arhpositive
09. Sep 2014 · 17:57 UTC
The rhymes are fun to read, jumping controls are a bit frustrating but OK. Overall, an OK game.