Bounceball by DusteD
Premise
You're a small dude in a small small world, try not to die.
How to play
You're the small one. Avoid getting hit, discover mechanics, get highest score / survive the longest. I can do 2 minutes and one second.
Download
Same files in all archives: Linux, Windows and Source. Pick your favorite format! * Windows/Source/Linux: http://dusted.dk/pages/ld38/bounceball-ld38.zip (2.0 MiB) * Windows/Source/Linux: http://dusted.dk/pages/ld38/bounceball-ld38.7z (1.5 MiB) * Windows/Source/Linux: http://dusted.dk/pages/ld38/bounceball-ld38.tar.xz (1.6 MiB)
Controls
- Arrow keys - Moves you around
- W,A,S,D - Also moves you around
- ESCAPE - Quits the game
- Q - Also quits the game
Running on Windows
- Double-click on bounce.exe - it's the green one.
Building on Linux
Linux users compiles from source. * Install SDL2 and SDL2image ( Ubuntu: sudo apt-get install libsdl2-dev libsdl2-image-dev ) * bash buildlinux.sh * ./bounce.bin
Building on OSX
- Get SDL2 and SDL2_image development libraries
- Run build_linux.sh, it should work, but you're the OSX expert, not me
Screenshots

Websites
Also contains downloads * http://dusted.dk/pages/ld38 * https://dusted.itch.io/bounceball
Info
- Type: Compo Entry
- License: WTFPL
- Language: C++
- Libraries: SDL2, SDL2_image
- Time: Around 5 hours
- Boilerplate: https://github.com/DusteDdk/bounceball
| Original URL | https://ldjam.com/events/ludum-dare/38/bounceball |
Ratings
| Overall | 474th | 2.75⭐ | 22🧑⚖️ |
| Fun | 295th | 3.1⭐ | 22🧑⚖️ |
| Innovation | 481th | 2.4⭐ | 22🧑⚖️ |
| Theme | 484th | 2.556⭐ | 20🧑⚖️ |
| Graphics | 387th | 2.9⭐ | 22🧑⚖️ |
| Humor | 342th | 2.235⭐ | 19🧑⚖️ |
| Mood | 416th | 2.706⭐ | 19🧑⚖️ |
| Given | 39🗳️ | 21🗨️ |

I usually run highres displays, but I'm not at home, so I have the little tiny laptop :D I knew this would happen, because things are not scaled, but I thought I'd leave it in as a lesson: Life is unfair ;) Better screen = Easier game.
But, the speed should keep increasing, eventually making it very difficult :D
I do have a few small issues. The difficulty rampup should be faster or there should be higher difficulty options. It is so slow at the moment that I just kept collecting shield power-ups until I had around 10 health. A bit of a bore until the pace picked up, at which point I slowly lost all my health and it became properly challenging.
One more niggle: the end screen is dismissed by pressing any key including the movement keys, which is to say I accidentally skipped it. I have no idea how long I lasted, too bad.
Good effort, have a :cookie:
I really like the trail effect and the mood. But I don't really understand the numbers at the bottom right/left of the screen. They stay the same throughout my plays despite getting new highscore and such.
The dialog should wait a bit before becoming skip-able imo, I accidentally skipped the intro first time :)
I've read the comment about that one dude having an easy time on 4k. on 768p it certainly isn't easy to stay alive very long.
All in all I really miss sound in this, would've been neato to have some trippy music too.
Check out www.beatbox.co -> I found this during the ld and it's awesome to create some 16 bit beats in a matter of a few minutes.
The abstract setup and remanence effects where great and complementary, great job.
As other said, some sound could have been nice, but playing it with background music of my choice is cool too. I would have loved more difficulty (1080p here.)
Increasing the balls' acceleration makes for going faster to the difficulty cap, I personally had the most of fun by tuning it to `speed = 0.045 + 10 * (gameTime / 1000) / (60 * 15.0);` in `main.cpp`. Maybe having the multiplier being configurable (without hacking) could be nice.
Oh, and ... "LUKE P" rocks ;)
Considering you made this in 5 hours using SDL (I assume this is a bit more bare bones than something like Unity), this is a really good job! In terms of time-spent versus quality of game, this is probably one of the best I've seen :)
+1 to "Some sound would've been nice" comments
+1 to "Game over screen skipping because I was holding down a key" comments. I had to deliberately kill myself (carefully) to actually see it.
A+ control on the ball, very easy to move around with a great feeling of weight and motion without being ponderous. The tron trails behind the balls sealed the deal. This is excellent work.
On the one hand, you could argue that the game needs more to do, but I think what you produced is rather polished and fun, which isn't always easy given the time constraints of the compo.
Great work!
I blew past the game over screen trying to move around and missed my final score, but that didn't matter at that point. Nice job!