Starcrossed by Decept404
Endless runner/platformer tasking you with passing communication back and forth between two entities trapped on separate, hostile worlds.
Arrow keys left/right control both characters.
Up/down jump each character independently.
Spacebar throws a letter.
Successfully passing the letter bumps the score multiplier.
Enemies appear and must be jumped, or struck with the letter for a 5x multiplier bump. Occasionally, checkpoints appear, which the letter cannot be carried across, but thrown.
Online version uses scoreoid for tracking a global high score. This single line of code is omitted from the Github repo to avoid sharing api keys.
Built with Haxe3 and Flash.
Arrow keys left/right control both characters.
Up/down jump each character independently.
Spacebar throws a letter.
Successfully passing the letter bumps the score multiplier.
Enemies appear and must be jumped, or struck with the letter for a 5x multiplier bump. Occasionally, checkpoints appear, which the letter cannot be carried across, but thrown.
Online version uses scoreoid for tracking a global high score. This single line of code is omitted from the Github repo to avoid sharing api keys.
Built with Haxe3 and Flash.
| Web | http://www.doomsday.no/projects/games/ld30 |
| Source | https://github.com/Sunjammer/ld30/tree/Submission |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=8635 |
Ratings
| Coolness | 32% | 1767 |
| Overall | 3.54 | 248 |
| Audio | 2.40 | 714 |
| Fun | 3.48 | 223 |
| Graphics | 3.37 | 385 |
| Innovation | 3.67 | 189 |
| Mood | 3.32 | 284 |
| Theme | 3.67 | 255 |
Also some players have reported poor performance in Chrome :/ Alternative browsers may help, or running the SWF directly (I added a download link to the html).
I found it hard to keep the checkpoint throwing in mind at the same time as I was jumping over enemies on both sides, but found it very rewarding once I started to get the hang of it.
The letter-catching mechanism is actually a really neat idea, good find
A bit difficult maybe: I wasn't able to jump over the checkpoint. '^^
As for the jump floatiness it's a tough one to balance. I've had really short sharp jumps before but for as long as a character is on the ground, it is at risk. I decided being able to float one character while checking on the other made for less painful play. Of course, it's subjective.