Conversion by Spiridios
Minimalism in this case is minimal senses. This is a sound-based game and the only visuals are messages telling you what your tactile senses would tell you. You need to locate things based on their sound until you get close enough to feel them. You will need stereo headphones or speakers in order to locate items.
NEW! There is now an HTML5 build thanks to Kevin Gadd adding support for panning to JSIL so quickly! I have only successfully tested it in Chrome. It may work in Safari. It does NOT work in Firefox due to Firefox not yet supporting the Web audio API. I put a bit of detection code in the page, so if the audio API isn't supported you should get a big red message saying so.
Note, the initial sound is supposed quite loud, and you should be able to hear every sound thereafter. If you hit a point and can't hear the next goal, your sound is probably turned down too low.
Hints:
There are two endings, you can decide if either is a "win" or not.
The controls are first-person - left/right rotates you, up/down moves forward/back.
Sounds are slightly quieter when coming from behind.
It's much shorter than I had envisioned, but the core idea is there.
Tools used:
Visual C# Express with XNA
JSIL
Tiled (there is a map behind the game. If you get really frustrated you can make it visible by editing the map.)
Audacity
A Belkin TuneTalk stereo recording adapter for my iPod classic
NEW! There is now an HTML5 build thanks to Kevin Gadd adding support for panning to JSIL so quickly! I have only successfully tested it in Chrome. It may work in Safari. It does NOT work in Firefox due to Firefox not yet supporting the Web audio API. I put a bit of detection code in the page, so if the audio API isn't supported you should get a big red message saying so.
Note, the initial sound is supposed quite loud, and you should be able to hear every sound thereafter. If you hit a point and can't hear the next goal, your sound is probably turned down too low.
Hints:
There are two endings, you can decide if either is a "win" or not.
The controls are first-person - left/right rotates you, up/down moves forward/back.
Sounds are slightly quieter when coming from behind.
It's much shorter than I had envisioned, but the core idea is there.
Tools used:
Visual C# Express with XNA
JSIL
Tiled (there is a map behind the game. If you get really frustrated you can make it visible by editing the map.)
Audacity
A Belkin TuneTalk stereo recording adapter for my iPod classic
| Windows (XNA) | https://dl.dropboxusercontent.com/u/19107686/LD26_Spiridios_Conversion.zip |
| XNA Runtime | http://www.microsoft.com/en-us/download/details.aspx?id=20914 |
| Chrome (Web/HTML5) | http://www.eidolonworld.com/ld48/ld26/ |
| Source | https://bitbucket.org/Spiridios/ld26 |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1158 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.38 | 352 |
| Audio | 4.00 | 23 |
| Fun | 2.82 | 700 |
| Graphics | 2.19 | 1165 |
| Humor | 2.32 | 487 |
| Innovation | 4.25 | 10 |
| Mood | 3.86 | 46 |
| Theme | 4.25 | 46 |
I'm not really sure what was going on at the end or why I was expected to do what I did.
I do really wish that it was full screen so that I could have full sensory deprivation. I was closing my eyes, but it would have been nice to have my screen go completely black so that I could see the text when it came up.
Also, multi-channel support! I have 4 speakers, I want to use them!
This isn't the first blind game that I've played in this LD, but this is the only one that I enjoyed. The implementation of sounds that you're drawn towards with written feedback is a superb and elegant implementation.
Still, I'd like to see the idea expanded upon somehow so that there's more to it. Something to consider after the Dare is done.
In any case, well done!