Epic Spice Quest by feyleaf
My first LD entry. Used C++ with SFML. Font was the SFML default. No music or sound, my apologies.
| Windows | http://www.feyleaf.com/spice.zip |
| Source | http://www.feyleaf.com/spice-src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-19/?action=preview&uid=3375 |
Ratings
| Coolness | 1% | 181 |
| Overall | 2.40 | 183 |
| Community | 1.60 | 205 |
| Fun | 2.47 | 159 |
| Graphics | 2.60 | 144 |
| Humor | 2.75 | 63 |
| Innovation | 1.87 | 216 |
| Theme | 3.13 | 107 |
If you jump into anything with collision and hold space, you can remain floating in the air.
In the final level you can run around and pick up the map then warp through the left side to restart the room. The map will be there again and your discoveries will not have gone back to what they were before. That being said I haven't managed to pick up the map a second time without sliding into the finish line.
Fits the theme well, although I would have liked to see some puzzles in reaching the spices.
Game runs good and the controls feel nice.
There's a few smaller issues like the grid on the tiles and the floaty jump (was a double jump wanted?)
Explaining the glitches:
* The grid and faulty collision were just mistakes. In fact, I don't even know where the problem lies with the tiles showing a line. I tried to increase their scale just slightly to compensate but apparently it didn't work.
* The floating jump was just compensation for time and having a complete fit over faulty collisions. If it makes anyone feel better, you "Discovered" that the character can fly, heh heh.
*Repeating the final level was simply an issue with my map loader, due to rushed completion. More thought will be put into level design in the future.
Future considerations:
*I've heard a few comments about how smooth the gameplay was. That's something positive that I shall keep trying to implement.
*Controls: I am going to pay attention to a player's hand placement on the keyboard. Space bar vs. Enter with Arrow Keys has been mentioned in a review. Mouse handling was giving me trouble on window resize, so I skipped it. I shall learn to compensate mouse positions in the future.
*Challenge: After planning the idea, I really hadn't given enough though to a challenge. Honestly, my nine-year-old can design better levels. Shame on me, it will be more challenging in the future.
*Animation: This was the first completed game in which I animated a walking routine. The frames are still a little weird, but I shall work on that more too.