Breadcrumbs by Neill Robson
You are a white dot, running around in a maze (WASD/arrow keys), trying to find food (lime green circles). The more you eat, the more crumbs you drop in your wake. The trail could help you find your way, but watch out: the past can coagulate into enemies (red triangles) that haunt you. The more you eat, the more of a trail you leave behind, the worse it gets.
There was so much more I wanted to do with this game (make the walls less visible to increase dependence on breadcrumbs; add some form of attack/defense mechanism against the enemies, sound, etc), but this has also been a rare weekend with my family, decorating the house for the holidays. No matter how fun the competition or how inspirational the theme is, family takes priority over side projects!
This was also my first time trying out HaxeFlixel with the Visual Studio Code IDE, and I have to say that the difference was night-and-day better compared to my last competition experience (LD35, pure Javascript, Vim). That time, I spent nearly all 48 hours at work to achieve the mediocre result, but this go-around I got much farther with less experience with the environment and probably only 8 hours of quality development time!
Wonderful experience overall, many lessons learned, and I'm looking forward to honing my skills and competing again in a few months. See you all next time!
| HTML5 (web) | https://rnanoware.github.io/breadcrumbs/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/breadcrumbs |
Ratings
| Overall | 574th | 2.9⭐ | 22🧑⚖️ |
| Fun | 536th | 2.85⭐ | 22🧑⚖️ |
| Innovation | 385th | 3.045⭐ | 24🧑⚖️ |
| Theme | 267th | 3.591⭐ | 24🧑⚖️ |
| Graphics | 615th | 2.35⭐ | 22🧑⚖️ |
| Audio | 502th | 1.538⭐ | 15🧑⚖️ |
| Humor | 554th | 1.679⭐ | 16🧑⚖️ |
| Mood | 473th | 2.794⭐ | 19🧑⚖️ |
| Given | 12🗳️ | 10🗨️ |
It's not entirely clear what's going on at first, only after the enemy spawned did I realize what the little particles were doing. Enemies are also way too fast, often leading you to be stuck in an impossible situation. Collision was wonky; I was miles away from an enemy when the "game over" screen happened.
Interesting base concept, needs further development. Use playtesting feedback from LD to tune the idea, and give a post-compo version a whirl.