Worlds Collide: a tale of many by uprightpath
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.
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.
| Bug Fix Menu/Controls | https://github.com/UprightPath/UprightPathLD30/releases/tag/v1.2 |
| Bug Fix/Movement Update | https://github.com/UprightPath/UprightPathLD30/releases/tag/v1.1 |
| Initial | https://github.com/UprightPath/UprightPathLD30/releases/tag/v1.0 |
| Source | https://github.com/UprightPath/UprightPathLD30 |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10562 |
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 |
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. >.<
Anywho, it's a neat little game, and I had some fun with it. Good stuff!
@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.