Flipper by zed0
My first LD entry, a pretty simple game, mostly focusing on polish.
Big thanks to Earslap.com for their music generator: http://www.earslap.com/projectslab/otomata
Now with a windows port!
CONTROL:
Arrow keys are used to accelerate, decelerate and turn.
If you land badly (not head first) then you will decelerate a lot, turn to face your direction of travel to accelerate again.
REQUIREMENTS:
Requires SFML 2.1 to compile. Hopefully all the requirements are now packaged in the prebuilt versions.
If you're having problems with the precompiled Linux version then make sure you're running ./launch.sh (which imports some libraries) rather than ./BeneathTheSurface
ISSUES:
If you go too far to either side then the sea texture will eventually disappear.
COMPILATION:
Linux:
mkdir build
cd build
cmake ..
./BeneathTheSurface
Windows:
Set up Code::Blocks to use MinGW
Set up SFML as per http://www.sfml-dev.org/tutorials/2.1/start-cb.php (I had problems with this and had to compile SFML myself)
Add the .cpp and .hpp files to your project
Build the project.
Copy the assets directory, libsndfile-1.dll, and OpenAL32.dll to the binary directory.
Run the binary.
Big thanks to Earslap.com for their music generator: http://www.earslap.com/projectslab/otomata
Now with a windows port!
CONTROL:
Arrow keys are used to accelerate, decelerate and turn.
If you land badly (not head first) then you will decelerate a lot, turn to face your direction of travel to accelerate again.
REQUIREMENTS:
Requires SFML 2.1 to compile. Hopefully all the requirements are now packaged in the prebuilt versions.
If you're having problems with the precompiled Linux version then make sure you're running ./launch.sh (which imports some libraries) rather than ./BeneathTheSurface
ISSUES:
If you go too far to either side then the sea texture will eventually disappear.
COMPILATION:
Linux:
mkdir build
cd build
cmake ..
./BeneathTheSurface
Windows:
Set up Code::Blocks to use MinGW
Set up SFML as per http://www.sfml-dev.org/tutorials/2.1/start-cb.php (I had problems with this and had to compile SFML myself)
Add the .cpp and .hpp files to your project
Build the project.
Copy the assets directory, libsndfile-1.dll, and OpenAL32.dll to the binary directory.
Run the binary.
Ratings
| Coolness | 48% | 1359 |
| Overall | 3.44 | 308 |
| Audio | 3.04 | 371 |
| Fun | 3.24 | 376 |
| Graphics | 3.74 | 222 |
| Innovation | 2.68 | 837 |
| Mood | 3.44 | 236 |
| Theme | 3.42 | 417 |
Kudos for great mood. :)
The gameplay is simplistic, and should you feel like extending this in the future, that should be something worth keeping. This game thrives because of it's simple nature and soothing aethethic, and complicating the gameplay would only subtract from that.
As was said before, adding exploration would add, as the game does conjure up a certain level of curiosity within the player.
The graphics for the surface of the water could stand to be a little better, they feel very flat at the moment, and the rays of sunlight could maybe go down a bit deeper. I think there's room for making those surface rays of sunlight look nicer as well, they don't quite live up to the glorious sunset.
Overall, it is a game that sets out to do something simple, and accomplishes it nicely with a fair amount of polish. Congratulations!
@otato @Cirrial Unfortunately I haven't played Dolphin Olympics or I might have made an effort to stand out from it. Someone did tell me that it was pretty similar once I had made most of the game, but at that point I was just polishing it and didn't really have time to change it.
I'm aware of the bug where you can swim out of the side of the sea, but I didn't think it was game breaking enough to warrant fixing for this.
Not an original concept, and could use more possibilities than flips, but wow, it's beautiful! First time I shot out of the water, I audibly gasped. I did not expect that sunset :D
When you go too far to the right the ocean just ends, though. Also if you start swimming to the left, front flips become backflips and vice versa.
I did have some trouble with the falling speed suddenly being a lot faster when close to the water, and the animation seemed to indicate I was diving in face-down while it was actually belly-down when releasing the keys.
This is great for a 48-hour entry, but if you decide to expand on it, I think that some gentle sea movement would probably be the most helpful thing to set the mood. As-is, the utterly and persistently placid sky and sea had a static behavior that broke my association with the game a little.
Thanks for this! I enjoyed relaxing with it.