Unexpected Outcome by ippa
INSTRUCTIONS
============
ARROW-UP to Jump!
ARROW-KEYS to move
SPACE for action
STUCK IN MID AIR?
=================
2010-12-30:
Windows link is updated which fixes this issue. If the player was stuck for you right in the beginning of the game, please re-download. The issue only showed itself on specific GFX-drivers.
PLAY FROM SOURCE
================
You need ruby 1.9.2 and the gems "chingu" and "texplay".
Edit: A small amount of ppl had the player stuck. Updated Windows EXE / download link to fix this!
============
ARROW-UP to Jump!
ARROW-KEYS to move
SPACE for action
STUCK IN MID AIR?
=================
2010-12-30:
Windows link is updated which fixes this issue. If the player was stuck for you right in the beginning of the game, please re-download. The issue only showed itself on specific GFX-drivers.
PLAY FROM SOURCE
================
You need ruby 1.9.2 and the gems "chingu" and "texplay".
Edit: A small amount of ppl had the player stuck. Updated Windows EXE / download link to fix this!
| Windows | http://ippa.se/games/unexpected_outcome3.exe |
| Source | http://ippa.se/games/unexpected_outcome.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-19/?action=preview&uid=1087 |
Ratings
| Coolness | 1% | 181 |
| Overall | 3.19 | 72 |
| Audio | 3.80 | 15 |
| Community | 2.10 | 172 |
| Fun | 2.81 | 104 |
| Graphics | 2.94 | 106 |
| Humor | 2.33 | 99 |
| Innovation | 2.69 | 127 |
| Theme | 3.63 | 44 |
The ending reminds me some movie I will not tell because I hate spoilers.
Ye the dude should have auto-climbed 1-pixel steps, you basically have to jump all the time now.
I kind of liked the basic idea of my ending but the production could have been better :].
Thanks for the fix! Nice engine, cute story.
The most prominent problem is the constant jumping. It would really help along if the player could walk up 1 pixel steps. Other than that very nice. I would've loved to see a bit more of interaction, but solid game for 48 hours.
The fact that you can air-jump if you run off a cliff or bounce off a ceiling isn't obvious, and it seems strange that the tricky jumps once you make it outside rely on that. I think it'd be nice to make the movement a bit less precise and controllable and make the tougher jumps rely on the player mastering that instead of getting the awkward air-jump timing.
I wasn't sure where I needed to go once I got outside, and a few wrong turns led me back to starting a long section over again. I found that demotivating, but pressed on :D
Were the knocked over weird looking chairs and weird debris around the lab a result of the experiment?
Not really familiar with Ruby, would have loved to see a timelapse of this one. I imagine you created a level editor you could paint in and play at the same time?
Very nifty.
Thanks! :) Even simple ambientmusic does add a lot to the mood of the game I thhink.
There's no trick-jumping or ceiling/wall bouncing per se. What you use on the outside is that you need to stand Below a cliff to get as high up as possible for the jump, then jump up but also left then right. If you would have jumped right up you would have hit the cliff.
About the not so well-defined path outside, mm.. the theme was "Discovery" hehe ;). Glad you pressed on to the end! I wish I had some more time to polish the ending, but I think the point got across.
The knocked over chairs was actually a remnant from where I didn't know where to take the story/ending. In the story I ended up using, they didn't serve any purpose. My biggest challenge was creating a mini-story that would evoke some kind of emotional response... (at least in My breain). not very easy.
A level is basically just a picture made in paintbrush. I scale it so it appears retro/bigger. Then I do get_pixel(player.x, player.y) .. if it's white, continue to fall down. If another color, stop falling (player hits ground). If you download the source you'll find 3 pictures for the 3 levels in media-dir. The magic combination to make this happen is Ruby + htttp://libgosu.org/ + https://github.com/banister/texplay . Check into Ruby, you'll loev it :).
And ye, hitting 'R' in game would reload the level (the image) so I could easily test new level-elements without restarting the game.