Shroomys quest for fuel by StMatn
Help shroomy collect fuel for his spaceship, so he can return home! Shroomy is a amoeba from space, who cant move, but will regrow, if you delete parts of him.
-Guide shroomy through 6 levels and collect presents, to fuel up his ship
-Delete parts of shroomy and watch them grow back
-Fulfill the three optional goals on each level to unlock the bonus ending:
-->Collect all golden presents
-->Burn all wood
-->Crack the time challenge
If you complete the game once, you will see a timer and challenge time on each level. (You can beat the time trial before!)
Please have fun poking shroomy :) I would appreciate it, if you would leave some feedback! Thanks for playing!
P.S.: The time challenges are hard, but possible! Let me know if you completed them ;)
TECHNICAL NOTES:
-The escapekey aborts a level, if you are playing and closes the game in the menu
-Please unpack the zip file! It probably won't run inside the zip.
-You will need Java version 8 (JRE or JDK) installed to run the game.
-You may run the game in fullscreen mode by starting the jar with the parameter "fullscreen" (without quotes)
-Guide shroomy through 6 levels and collect presents, to fuel up his ship
-Delete parts of shroomy and watch them grow back
-Fulfill the three optional goals on each level to unlock the bonus ending:
-->Collect all golden presents
-->Burn all wood
-->Crack the time challenge
If you complete the game once, you will see a timer and challenge time on each level. (You can beat the time trial before!)
Please have fun poking shroomy :) I would appreciate it, if you would leave some feedback! Thanks for playing!
P.S.: The time challenges are hard, but possible! Let me know if you completed them ;)
TECHNICAL NOTES:
-The escapekey aborts a level, if you are playing and closes the game in the menu
-Please unpack the zip file! It probably won't run inside the zip.
-You will need Java version 8 (JRE or JDK) installed to run the game.
-You may run the game in fullscreen mode by starting the jar with the parameter "fullscreen" (without quotes)
| Multi (Java8) | https://www.dropbox.com/s/8mgum9b75pn8c18/ShroomysQuestForFuel.zip?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=18894 |
Ratings
| Coolness | 62% | 3 |
| Overall(Jam) | 3.42 | 414 |
| Fun(Jam) | 3.30 | 398 |
| Graphics(Jam) | 3.03 | 731 |
| Humor(Jam) | 3.28 | 219 |
| Innovation(Jam) | 3.90 | 66 |
| Mood(Jam) | 3.00 | 679 |
| Theme(Jam) | 3.58 | 615 |
Nice game overall :)
The lack of audio is the thing, that annoys me the most, but time was a bit short on the end-phase...
A way to speed up regrowth would be in fact a really useful addition. Thx for the suggestion!
I wanted to work against boredom by trying to make diverse levels. The first one acts as a kind of "tutorial". I put very much thought on nearly every aspect of it. On levels 2 and 3 you should try to not delete shroomy on any of the two paths and on the last two levels you should try to not burn up. Maybe thats not enough...
Did you use a Java framework to code this? What are your apis?
Thx for your feedback! :)
@oparisy:
I'm using plain java. If I start a new (game-) project, I copy a (evolving) base of around 100-200 lines of code (very rough estimation by gut feeling - may be a bit more). For comparison: Shroomy has a total number of 1921 lines of code. This code base could be considered a "framework", but it only opens up a blank window and sets up basic input methods and a clockgenerator, that executes a blank method (="main method") with a fixed rate. (All of it is written by myself) So basically I write a whole engine for each project. It seems a bit overkill, but I love the resulting filesizes and the ability to track down bugs to single lines of code and to quickly identify performance-bottlenecks ;)
If you are interested, I can provide the shroomy-code and/or my "framework". But be warned, that during LD I always stop writing clean code on the like the last day, when panic and pressure kick in :D I love to read nicely written code, but when time is constrained, functionality and code aesthetics often are in conflict...