Minnie & Mal by Kharza
Ok now that I've had a very very long sleep...
This is a game about Minnie and Mal. Mal is convinced by her Malism that the world is evil. Originally to be a compo game, I spilled over into Jam time, but stuck with the compo rules.
Well that was the idea anyway. I ran out of time so quite a bit of it doesn't work. And there's very little variety or tuning nor sound or music.
Also something went horribly wrong with the pathfinding about 45 minutes before the deadline, so you might find the other characters doing really odd things.
Escape or the back button on a 360 controller will pull up a menu so you can fiddle with options like sensitivity and invert Y axis.
The post compo version is done finally. I shall post more in a postmortem soon.
This is a game about Minnie and Mal. Mal is convinced by her Malism that the world is evil. Originally to be a compo game, I spilled over into Jam time, but stuck with the compo rules.
Well that was the idea anyway. I ran out of time so quite a bit of it doesn't work. And there's very little variety or tuning nor sound or music.
Also something went horribly wrong with the pathfinding about 45 minutes before the deadline, so you might find the other characters doing really odd things.
Escape or the back button on a 360 controller will pull up a menu so you can fiddle with options like sensitivity and invert Y axis.
The post compo version is done finally. I shall post more in a postmortem soon.
Ratings
| Coolness | 42% | 1485 |
| Overall(Jam) | 2.68 | 443 |
| Fun(Jam) | 2.42 | 431 |
| Graphics(Jam) | 3.80 | 117 |
| Humor(Jam) | 2.38 | 210 |
| Innovation(Jam) | 2.61 | 382 |
| Mood(Jam) | 2.79 | 313 |
| Theme(Jam) | 2.32 | 522 |
It also exists in the C++ version of the old genesis code (down in intersectleafsides_r). I stole quake 2's idea of splitting the levels up into chunks at the very top of the tree (basically the top is a quadtree) and this makes the bug apparent. Not sure if Q2 has the same bug, as the routines and data structures are different.
The routine was mostly used for movement, and movement is typically in small deltas, so the false collision was probably never noticed as it won't produce an invalid value, just slow you down a little.
I'm using it to try to pre-determine hit locations for cast spells, and noticed sometimes a fireball would blow up in my face near one of those axial quadtree separations.
Must fix it!
Also the feedback I'm getting is that shock is too good, and the other spells are too weak.
The post-compo version is like a completely different game, great job! I loved the idea and gameplay!
I'm not sure what this has to do with the theme, though...