TUNNELHELP by picxinet
Play in your browser: http://picxi.net/ld38/


Tools used :
- GodotEngine
- Inkscape
- Abundant Music
Post edit: Added some instructions and optimizations for HTML5 export.
Links
- PLAY: http://picxi.net/ld38/
- TWITTER: https://twitter.com/picxinet
- SOURCE CODE: http://picxi.net/ld38/tunnelhelp.tar.gz
| Original URL | https://ldjam.com/events/ludum-dare/38/tunnelhelp |
Ratings
| Overall | 413th | 2.955⭐ | 24🧑⚖️ |
| Fun | 410th | 2.762⭐ | 23🧑⚖️ |
| Innovation | 83th | 3.727⭐ | 24🧑⚖️ |
| Theme | 377th | 3.091⭐ | 24🧑⚖️ |
| Graphics | 492th | 2.409⭐ | 24🧑⚖️ |
| Audio | 294th | 2.789⭐ | 21🧑⚖️ |
| Humor | 235th | 2.643⭐ | 16🧑⚖️ |
| Mood | 351th | 2.882⭐ | 19🧑⚖️ |
| Given | 19🗳️ | 0🗨️ |
EDIT: ohh... guess the trick is to not create any go-up door lol
@fiote : You cannot dig yourself. I used for the tunnels the TileMap node of GodotEngine, After performance profiling, it's seems the slow framerate is due to the rendering of this TileMap. I cannot optimize more than I have already done.
Yes @fiote, you have right, i could not finish this part. I wanted people that don't go outside, get crazy, die or something like that. Didn't have time.
@gris : What doesn't work?
To me it was just very difficult to see which citytiles connect to which undergroundtile (maybe having the cursor and doors also visible above ground would help?).
Bonus points for godot engine!
The concept is innovative.