Missing Lands by cppchriscpp
Missing Lands


Coded for the NES, with rom available. Tested and works on the real console with a PowerPak!
Story
You are a tiny frog trapped in a tiny world!
You remember a time where your world was vast. The pieces of that world are scattered around you.
Can you restore this world to its former glory?
Controls
- Control Pad: Move (Arrow Keys)
- B: Run (X key on keyboard)
- Start: Pause (Enter on keyboard)
Note on the web version
The game is available on the web if you use flash, however I'd ask you to please download the rom and an emulator such as fceux instead. The flash-based emulator lags a bit, and the sound is delayed. This is fixed by getting a proper emulator.
Links
| Original URL | https://ldjam.com/events/ludum-dare/38/missing-lands |
Ratings
| Overall | 173th | 3.556⭐ | 38🧑⚖️ |
| Fun | 226th | 3.25⭐ | 38🧑⚖️ |
| Innovation | 367th | 2.865⭐ | 39🧑⚖️ |
| Theme | 349th | 3.194⭐ | 38🧑⚖️ |
| Graphics | 301th | 3.135⭐ | 39🧑⚖️ |
| Audio | 162th | 3.242⭐ | 35🧑⚖️ |
| Humor | 291th | 2.433⭐ | 32🧑⚖️ |
| Mood | 181th | 3.343⭐ | 37🧑⚖️ |
| Given | 53🗳️ | 51🗨️ |
I do kinda wish I had a Vectrex to check out your game on hardware. There are so many great older consoles out there. (But money and space are finite, sadly)
I enjoyed playing it!
The feel of the game really reminds of Mario for some reason.
Also @kantieno, I technically wrote the nes-c-boilerplate library it's using in assembly... that counts, right? :D
(Well, okay... it's less than 100 lines of assembly. shh >_>)
In all seriousness I prefer assembly to C for the most part, but in a game jam it's just so much quicker/easier to have a high-level language.
(Update: oh hey @mentions actually do something. Neat!)
The fact it's a fully complete nes game is awesome (and obviously I'm quite jealous as I didn't manage to get any sound effects or music in to mine, and yours are not only there but catchy!). There are no "cheap" moments as the enemy placements around screen transitions seem very sensible. I like the sense of progression in it, in that every level gets more difficult or gets more expansive. I would definitely say if/when you make another, some sense of player empowerment would be good (I also don't have any in my game though, so i hope you don't think I'm being too hypocritical) - it would have been good to unlock some abilities as the game went on.
The only other critiques have I think already been mentioned - the collision detection being one and the other being the rather flat movement. I haven't checked the code but do you have acceleration in this game, or is it just a flat addition to x and/or y? It might be something to consider, or of course you might just have been going for a adventures of lolo style of control.
It's a great complete game however, with lots of nice touches like the fade out and fade in, a functional pause etc. Also, it's magnificent you've released your code base - I'll definitely be checking it out.
Thanks again for making and releasing it, I've really enjoyed playing it the last few days on my NES!
I like your suggestions... they're things I always seem to leave behind (even in non-game-jam situations...) so I really should try for that next time. In particular, better/tighter collision detection, and the flat movement. Your assumption was correct - it's just flat. I've never quite gotten acceleration right, though I'll also admit I haven't tried too hard yet.
Empowerment/abilities would be awesome too - that's something I'd have to plan from the outset next time. I tend to rather like the idea of being a semi-helpless character, but at the same time... it certainly could have made later stages interesting. Something to think about, for sure.
Thanks for the feedback!
Good job!
The only part that didn't feel very NES-like was the movement. It actually felt too fast/smooth for an NES game. That's not a complaint, because I'd prefer the faster movement. But it is something that didn't feel quite right in an NES context.
Great game. Amazed you were able to knock out a complete (and fun!) NES game in 48 hours.
I like the run button... save me a lot of time.
And the fact that it's NES is also nice too.
And you need to make the collision detection to enemies a bit smaller, but I guess you know that.
And yeah.. I know I need to tighten up the collision boxes. It was on my to-do list and somehow got dropped. I even had extra time at the end - I could have done it.
I'm debating making a post-jam version with changes like that, some color fixes (it doesn't look that great on the real console; the greens bleed together a lot) figure out how to do movement with acceleration, potential level tweaks/abilities, etc... people seemed to really like this one so it might be worth the time.
There is a really good Zelda vibe to the simple graphics. One thing that would have make them sparkle even more is if the ground ha a few swatches of en alternate tile, to break the repetition a bit. And perhaps softer backgrground colours to make sprites pop out more.
The game itself is pretty fun, if a bit repetitive.
Just to let you know, for web version of NES ROMS I am super happy with em-fceux. It is fceux compiled with emscripten, a nice web interface and a GPL license allowing you to tweak it for your open-source projects. So it shows great performance in Firefox, Chrome, Edge, it is as compatible as fceux with roms formats (it is fceux) and it even has a CRT shader!
It's extremely smooth otherwise, and I haven't spent much time looking at it yet. If I can figure that out and either submit a patch (or fix an issue with my system) I'll likely switch over. I just don't feel comfortable directing people to an emulator I can't 100% support.
Thanks for the feedback!
Solid gameplay and great music!
Anyway, as I said, very, _very_ cool entry.
EDIT: Actually, regarding movement and collision detection, you may want to consider looking at the way The Legend of Zelda handles the issue, given their similarities. Troy Gilbert has a [great article](http://troygilbert.com/deconstructing-zelda/movement-mechanics/) on the subject that I referenced in a few previous LDs when I made my own zelda-ish games.
https://www.youtube.com/watch?v=r1o2f-9mGRU