Sinkhole by Shaun Inman
I wanted to write more running inner dialog for the game but my brain parts fused after the all-nighter. Play it. Preferably in Firefox 8 (reportedly works fine in other browsers but the graphics might be blurry). Try to figure out how to passively use the different light sources and the impact they have on the barely perceived threats. If you want more info (including spoilers) and a peak at my workflow check out the text doc I also uploaded.
Things I would change. HTML5 may be ready for "real" games but my particular HTML5 framework is not. Wish I had switched to Flixel once I realized the game was running at 4fps on my 1st gen iPad. The game has touch controls but good luck using them at 4fps. Collision detection was quick and dirty (broken in MobileSafari, probably because of a precision bug). Could be more forgiving. Keyboard input is unidirectional with the most recent key canceling simultaneous keypresses.
Things I'm proud of. I used cellular automata to generate levels dynamically and A* path finding to ensure they're solvable before presenting to the player. Check the source for references. Pretty happy with the art too.
Sleep now.
Things I would change. HTML5 may be ready for "real" games but my particular HTML5 framework is not. Wish I had switched to Flixel once I realized the game was running at 4fps on my 1st gen iPad. The game has touch controls but good luck using them at 4fps. Collision detection was quick and dirty (broken in MobileSafari, probably because of a precision bug). Could be more forgiving. Keyboard input is unidirectional with the most recent key canceling simultaneous keypresses.
Things I'm proud of. I used cellular automata to generate levels dynamically and A* path finding to ensure they're solvable before presenting to the player. Check the source for references. Pretty happy with the art too.
Sleep now.
| Web & Source | http://shauninman.com/ludumdare/alone/ |
| Workflow Doc | http://shauninman.com/ludumdare/alone/alone.txt |
| Postmortem | http://shauninman.com/archive/2011/12/21/sinkhole_postmortem |
| Original URL | https://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=4017 |
Ratings
| Coolness | 76% | 2 |
| Overall | 3.17 | 135 |
| Audio | 1.06 | 590 |
| Community | 2.05 | 516 |
| Fun | 2.74 | 203 |
| Graphics | 3.35 | 139 |
| Humor | 1.60 | 428 |
| Innovation | 2.94 | 172 |
| Mood | 3.27 | 97 |
| Theme | 3.67 | 52 |
@cakemonitor I've been updating the game the past couple days (add "sinkhole" to the url to see the current version, just don't judge based on that version). Collision and cornering are much better and more forgiving.
@Tristan, JavaScript and ActionScript aren't all that different, just view source on the web page, you can probably figure out the relevant bits.
@Goldendice If you ever get stuck just try pressing in an adjacent direction. There's definitely egregious sub pixel collision problems in the version I submitted.
Are you supposed to respawn on the same level when you die? I also assumes the game never ends? I stopped playing on level 12 (two levels after I died) because wandering around the same empty caverns couldn't keep me interested any longer.
Still, very atmospheric.
It was a bit disorienting that collisions don't take account of perspective, so that the top of the player's head collides with the bottom of a wall.