Super Mondria Brothers by dansludumdare

[raw]
made by dansludumdare for LD26 (COMPO)
Linux users, I don't know how to compile for you. You need SFML 2.0 RC (every module except network) to compile the 5 sources. You might need to add an #include with the other includes and some std::'s because Xcode was too generous with me.

I like attempting to make games that explain themselves. I didn't concentrate on that aspect this time, so you should know: restart the game if you can't get anywhere. That being said, if you're up for it, I encourage you to try the game without reading further.

This game does need an explanation though. Whoever has already played it might have noticed that the levels are procedurally generated. Now that's probably cool but old news at this point, so I want to point out why this particular procedural generation is cool and new: it is goal-based. In the game there are two types of obstacles: platformless vertical shafts and water. There are two powerups, a yellow thing that's like a jetpack, and a blue thing that's like a... thing that makes water not do anything. It's by no means perfect, but you should be able to find a jetpack to explore the parts of the world above the platformless vertical shafts, and you should be able to find a blue thing before you have to cross any water. And ideally, you'd find one, which allows you to find the other, which allows you to find your Mondria brother.

I know you're used to looking at a game as a game and give feedback accordingly. But I want you to know that although this is a game, to me it was a time to jump into this goal-based procedural thing. So I guess I'm suggesting I'd like feedback more like "lava would be an easy obstacle to add because it would work like this..." rather than "you should've made it look like..."

Anyway, I hope you have a fun time with the game, and feel free to ask for anything related to source.

Ratings

Coolness 45% 1411
Overall 2.77 975
Audio 2.96 407
Fun 2.77 747
Graphics 2.48 983
Humor 1.75 916
Innovation 2.97 679
Mood 2.65 788
Theme 3.80 308

Feedback

Msquirrel
29. Apr 2013 · 07:06 UTC
I liked the idea of this and I liked the graphics and the audio, but if I'm honest, I found the controls, really jumpy and fast and the level flew past at such speed it was quite disorientating. I couldn't find the end of the level if there was one? Anyway, I liked the idea and the graphics, nice job!
CogentInvalid
29. Apr 2013 · 07:13 UTC
The combination of the fluid movement and large pixels made the movement seem really odd but also strangely enjoyable. I would've liked to see more open areas to explore in addition to the tight corridors that make it up right now.
Loren
29. Apr 2013 · 22:19 UTC
great idea and awesome name :)
vandriver
30. Apr 2013 · 23:53 UTC
i quite dig this. i've always been interested in a 'lock and key' metroidvania being procedurally generated. and this is that in its most minimal form. pretty cool. also i loved the controls and sounds. i got a big zzt vibe, which i hadn't though about in many years.
Canobie
30. Apr 2013 · 23:57 UTC
Very nice... It sounds great too!
ilo
01. May 2013 · 01:41 UTC
An interesting experience, for sure, and it worked as you suggested: I found the jetpack first, then flew to find the blue square, got past some water and found the red square's brother.

I can't think of anything terribly original you could add, just obvious things like tunnels filled with soft rock walls you could only dig through after acquiring a pickaxe (or a square that represents one); learning to climb vertical walls before upgrading to the jetpack; riding various one-directional liquid flows to get to new discrete cavern areas. That sort of thing.
mort96
02. May 2013 · 08:13 UTC
This game has a strange fast pased, fluid and loose feel uncommon for this kind of game. I like it :)
paulopn
11. May 2013 · 00:46 UTC
If it's procedurally generated, I already love it by default. I like the use of sound too, althought it's a bit too loud. The only real complaint I can think of is that 2d jumping doesn't work very well with grid based movement.
commanderstitch
15. May 2013 · 02:44 UTC
I could jump very quickly. The only thing that was weird was that the camera bounced everywere when you moved. maybe as a result of a grid based movemnt? Also it seemed like i could jump in the air. didn't know if htis was intentional or if that was the gold things i collected. :)
hissssssssss
15. May 2013 · 12:26 UTC
The goal-based generation idea seems neat, but the movement was too jerky for me and gave me a headache after a few minutes. I found a blue power-up right away but never encountered any water or vertical shafts.
Benjamin
16. May 2013 · 15:07 UTC
The sound design was curious but funny I like it a lot. I wandered a bit in the level, visited what it seems to be the lower, upper and easter part but can't found any exit.
JonathanG
17. May 2013 · 12:07 UTC
Very odd hyper speed exploration game. I liked the sound effects, but couldn't find a goal.
fermcg
18. May 2013 · 12:31 UTC
Really minimalistic! congratulations. By the way, I see you also used SFML (I ported my post compo to sfml). I compiled it with the static libs using visual studio express. Have to carry those msvcR/P110.dll all around. Did you compile yours with code::blocks?
🎤 dansludumdare
26. May 2013 · 17:38 UTC
I've never tried static libs. But, yes, code::blocks is easier to compile for distribution with. You can distribute (without mscvR/P110.dll) with VS as well, just requires some settings I never bothered to figure out. It's not the difference between debug and release; distribution is the key word.