Shiftah by GaryS
Shiftah is not only my first LD entry, but also my first ever game!
Shiftah is an endless runner style game where you navigate your ship through an onslaught of blocks and shapes, trying not to get stuck. Collect as many shapes and last as long as you can.
The physics are a bit shonky, it has to be said. Still playable though.
Built in HTML5 & Javascript using the Phaser framework, in about 30 hours.
Includes my first attempts at MOD tracker music!
Shiftah is an endless runner style game where you navigate your ship through an onslaught of blocks and shapes, trying not to get stuck. Collect as many shapes and last as long as you can.
The physics are a bit shonky, it has to be said. Still playable though.
Built in HTML5 & Javascript using the Phaser framework, in about 30 hours.
Includes my first attempts at MOD tracker music!
| Web | https://garystanton.co.uk/games/ld35/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=86710 |
Ratings
| Coolness | 67% | 3 |
| Overall(Jam) | 3.19 | 598 |
| Audio(Jam) | 2.93 | 498 |
| Fun(Jam) | 3.12 | 544 |
| Graphics(Jam) | 3.01 | 739 |
| Mood(Jam) | 2.72 | 813 |
| Theme(Jam) | 3.03 | 771 |
I got 2350.
I did mostly play by running into blocks and mashing space until they turn, though!
I have to admit, I found it easiest to play that way too... I'd love to rethink the mechanics a bit, but time is not on my side!!
Thanks for taking the time to play and comment. ;)
The collisions lack a bit of umph though, when I crash into the wall it's a bad thing, right? So give me feedback, shake the screen, add a nasty sound effect. I think this would make a big difference in the game feel.
I didn't really think about crashing into the wall being a bad thing, just a mechanic for pushing the player back... I could certainly add a bit of feedback to it, but I'd worry that it'd be happening *all* the time! Perhaps if the walls knocked the player back a tiny bit, but I also increased the spacing of the rows?
The physics aren't great really... I'm using the basic AABB collision and as the walls are pushing the player back it can tend to get stuck when you collide.
I wanted to change the physics engine to see if I could do something a bit smoother, but I've not used anything else and haven't had the time to delve into it.
Anyway, thanks a lot for the feedback. I appreciate it.
I enjoyed the game, simple and challenger. You developed very well the Theme.
Ah, and incredibly I also got the score of Tayl1r, 2350 xD
At first my score was 1200, after tayl1r tip I got 4300!
Very nice indeed for your first game! I like the clean graphics and the music~ Though in the first screen I kept clicking the star and the "SPACE" text xp
Oh also sometimes I got stuck in the wall while trying to slide up/down
Anyways congrats on your entry!
Alas, yes - sometimes the player gets stuck on the wall. I'm not sure I can do anything about this... it's very basic AABB collision and the collide function will force the player sprite outside of the boundary of the colliding block. As the blocks are constantly moving on each update loop, it seems that the player sprite is moved back on each update before it can catch the input to move up or down.
At least... that's what I *think* is happening.
I may hit up the guys on the html5gamedevs forum to see if anyone can help with a workaround - I ran out of time trying to figure it out myself. :(
Good job!
PS: Sorry for mentioning the problem twice, somehow I skipped your comment about it ^^;
Good game, great visual concept!
Music was not bad either :)
@nihilaleph - Thanks for the suggestion. I can see how that might explain it, there's actually a small gap between each block too. The code thinks of each block as a single entity and doesn't group them into rows, so it might be a bit of work to get collision to work that way, but I may give it a try.
@RafaSKB - I'm sorry, I don't have a mac I can test with, but I can't see why you'd have problems. I'm using the Phaser framework which is handling the input, I don't have much control over it. Are you sure the browser window was active?
@Larzan - I started off with the game much slower at the beginning and ramping up speed quickly (you might not notice, but the speed is still increasing slowly in the current version), but I found it a little dull for the first 30 seconds or so of play.
I found it really fun to play. It is deceptively difficult and I ended up just going as fast as possible and hitting space many times to get through.
1) I didn't think it was or would be anywhere near good enough for the compo.
2) I had a pretty busy weekend and couldn't dedicate as much time to this as I'd like.
You're right about the collision detection - I've yet to figure out why that's happening, but it's been suggested that it's because the blocks are moving rather than the camera. It'd take a rewrite to try the alternative, so I'm not sure if I'll get around to it... I want to work on other games now!!
And yeah, you can totally ignore the mechanic... it was a rush and I didn't have many ideas to work with. I tried a few things to make it more playable, but in the end I just needed to get it done!
The controls and the feedback are where the biggest problem lies. The Rocketship feels like it has no weight to it. It feels floaty. There is too little feedback (The fire coming out when you accelerate is a nice touch though). The fast-paced action of the game really accentuates the kinetic aspect. Maybe try to experiment with different control schemes and wall movement speeds.
Also I got stuck on walls often. Maybe try to do x and y movement independently, so you can slide along a wall in y direction if x is blocked and vice versa (I learned this trick from Notch, by reading the source of one of his game jam games).
My main critique is that it's hard to tell which shape is coming up next. That's probably because the indicator is down in the bottom-left, where it's out of the way and hard to notice. Maybe put it top-center, and make it transparent? Hopefully that would make it (a) easy to see at a glance, and (b) not too distracting to the player.
I haven't decided if I'll keep working on this or put my efforts into something more substantial for my next game; but I'll certainly take your comments on board.
Glad you both liked the music though, I've really only put a few hours into learning tracker software, so I'm excited to see what I can come up with when I have more experience.
For some reason, I couldn't hear any music. I think it's due to the browser (I played the game on Safari). I later tried it in a Chrome browser and heard the cool beats. Kudos
The game was a bit tedious for me because I wasn't aware of the mash-to-play tip.
Great job!
(PS The first time the game has crash when I approached near the left edge)
However, movement controls feel a bit weird to me, maybe a classic movement based on axis instead of setting direction would have worked better.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description
otherwise I really liked the nice minimal graphics
The game is very fun to play and also very easy to understand. I also like how challenging is. Simple and effective