PixelWorld by Dom Harris

[raw]
made by Dom Harris for LD 38 (COMPO)

A procedurally generated shooty platformer thing. Enough particle effects, bloom and camera shake to keep even Michael Bay happy. Supports USB and bluetooth control pads in the standalone version, but controllers will likely need remapping.

When the game starts, it is possible to remap keys via the "Input" tab. Simply double click the input to change, then press the joystick/button to change it to.

Use the p1_ axes for joystick input. Multiplayer works but is buggy, so wasn't included :wink: Left stick to move (p1LeftHorizontal and p1LeftVertical), right stick to fire (p1RightHorizontal and p1RightVertical). Push the stick right for the horizontal axes and up for the vertical axes.

Note: Xbox controllers don't seem to work, unfortunately.

Remap the wasd and up/down/left/right keys for non-qwerty keyboards.

I wrote a post-mortem, which you can find here. I also have a twitter, and you should totally follow me. https://twitter.com/theChief

Images

Screenshots Screenshot_20170423-234627.png

Screen Shot 2017-04-24 at 00.13.42.png

Links

Web version here (no controller support): http://domharris.github.io/WebBuild/index.html

macOS version: https://drive.google.com/open?id=0B66Ly8kzG9ulUGpQQ1Rhd3hyZTA

Windows version: https://drive.google.com/open?id=0B66Ly8kzG9ulX01oTjIxSU9zcHc

Linux version: https://drive.google.com/open?id=0B66Ly8kzG9ulbUVjbmU4am4tbjQ

Timelapse

https://youtu.be/kAFO_qIbToQ

Source Code *Game: * https://github.com/DomHarris/ld38 *Skeleton: * https://github.com/DomHarris/ld38_skeleton

Ratings

Overall 358th 3.12⭐ 27🧑‍⚖️
Fun 138th 3.56⭐ 27🧑‍⚖️
Innovation 384th 2.8⭐ 27🧑‍⚖️
Theme 401th 2.96⭐ 27🧑‍⚖️
Graphics 266th 3.28⭐ 27🧑‍⚖️
Audio 248th 2.958⭐ 26🧑‍⚖️
Humor 322th 2.316⭐ 21🧑‍⚖️
Mood 222th 3.227⭐ 24🧑‍⚖️
Given 9🗳️ 8🗨️

Feedback

Jupiter_Hadley
29. Apr 2017 · 18:26 UTC
Very colorful and fun! I included it in my Ludum Dare 38 compilation [video series](https://youtu.be/OjTiHp24xjs), if you’d like to take a look :)
kilosaurus
01. May 2017 · 22:17 UTC
Liked it !

Liked the feeling,
liked the procedural generation,
liked the speed,
liked the destruction potential

Rated <3
BladeSides
04. May 2017 · 08:39 UTC
Awesome as hell :)
dick-claus
04. May 2017 · 16:37 UTC
Enjoyed playing the game. It is self explaining. Simple and hardcore at the same time.

For the PS4 release you need to work on some story maybe. And also think about balancing.
Right now it is really simple game after a few rounds.
Multiplier would be cool.

Awesome than you have this ability to crash and blow everything! :boom:
philomory
04. May 2017 · 16:42 UTC
I liked this quite a bit! I always love seeing procedural generation during Ludum Dare. The visuals were nice, though it might have been good to include a few more colorful things in the sea of black. The music was great, though it might have been good to include some more SFX. Basically on both counts I'd want the world just a bit more 'populated'. Overall, it was fun!

I did find the controls problematic - with they keyboard, I felt like i had a _very_ hard time controlling where I was going, in a way I don't usually feel with other 'twin stick' shooters (this didn't apply to shooting, only to movement). In particular, the way that momentum and gravity worked felt awkward. That said, I strongly suspect that it plays better with a controller, and as soon as I figure out where I put mine, I'll give that a go.
Kaisean Games
04. May 2017 · 20:11 UTC
This got hectic in a few seconds. One yellow orb and there goes the whole game. :)
Nicely done. I love colorful games.

The only problem I had is that things happen to quick and there are so many colorful particles on the screenso that dangerous red squares don't stand out so I often ended up picking them.

For a 48 hour game, it's rather fun.
Maldo19
05. May 2017 · 07:34 UTC
I wasn't expecting the Random generation, good job with that. I think that the controls need a little work, I never felt that I was truly controlling the character on my keyboard (I was using the web version if you need to know) I liked the power ups and I really think that it was fun to be able to destroy a lot of things with the power ups. The music was good enough and you had good player feedback. My other problem is with the red things, they are a little unfair. I would have liked to see real enemies instead. And I don't know if this was a design choice or not but I almost got stuck on the bottom edge of the screen because I destroyed a lot of the floor and I was unable to get back up. If you are going to work mor on this I would suggest some unbreakable parts to climb if you need. Overall it is a pretty fun game. Good job!
🎤 Dom Harris
05. May 2017 · 09:21 UTC
Thanks for the feedback :D
@jupiter-hadley I've subscribed and am in the process of watching all the videos I've missed. I love indie games, so having a place to discover good ones is great :) it was also interesting to watch someone else play the game...

@dick-claus multiplayer is on the way! Currently developing that with a friend in my free time.

@philomory I agree, I'm really unhappy with how it plays on a keyboard. I'd be interested to hear your thoughts after playing with the controller, though.

@kaisean-games I love the yellow one, it was originally a bug but a brief time of massive destruction was a lot of fun. I really struggled with representing the enemies, I'd had a few early testers say the same. I think I'll have to rethink them.

@maldo19 real enemies were planned, and lava was originally going to take the place of a common hazard, but unfortunately I didn't have time to implement either :( Unbreakable parts is actually a great way to get around players getting stuck, thank you! The map does regenerate when your score is ~5000, which does help with that somewhat, but unbreakable parts should work quite well :)
pcmaster
05. May 2017 · 12:09 UTC
Very nice, I played several times over and over :) I like to pace, effects, music, the time element, everything! :)
Merel
05. May 2017 · 12:34 UTC
Cool stuff. I really appreciate the web build, less downloading. I wish I played it with a controller though because that's what you designed it for. Got stuck at some points with jumping. I really wanted to know what would happen if I got one of those power ups and it didn't disappoint me. I actually laughed out loud, crazy stuff. good job :)
Richard Michael Smith
05. May 2017 · 13:44 UTC
This is a colourful, fun, mental game! I like it a lot.

With regards to the XBox controller - I was able to get it working by using the Input tab on the launch window - the "Right Vertical" entries just need to be changed to "Joystick 1 axis 4". After I did that I was able to play with the 360 controller and it was much easier and much more fun!

I did find a small issue - if you click the left mouse button during procedural generation, it seems to restart the generation and then things get confused - as if there are multiple levels in existence!
those-30-ninjas
05. May 2017 · 14:02 UTC
I wish I could try it with a controller I used the keyboard and it felt like I was controlling a bouncy ball wrapped in a wet towel. The way the player sticks to walls felt really odd to me then once you got unstuck it felt like you moved too fast and high. I found myself getting stuck in little corners all over the place. Maybe if the "caves" were bigger and you had more room it would feel better? I loved all your messages in the loading bar those were pretty funny. The particle effects all look nice and the glow was cool. Power ups were good and the music fit well.
noddingTortoise
05. May 2017 · 14:32 UTC
Very cool game, graphics and effects are awesome, and the procedural generation is nice. I have to agree with others that the keyboard controls need some work(played the web version). I also found enemies quite hard to spot with all of the effects but that could just be me being bad at this type of game. Overall, very well done game.
Geckoo1337
05. May 2017 · 16:59 UTC
Really good entrey which reminds those games which have been created for another LD (beneath the surface). The background track is good. Impressive timelapse on YT. Bravo ++
morrilet
05. May 2017 · 18:11 UTC
Love the effects and audio. That was great. The movement gave me a little trouble, but that wasn't huge. I really enjoyed when everything went nuts and you could just blow through everything for a little bit. I'm not quite sure why that happens, though. Nice work overall.
SecondDimension
07. May 2017 · 17:49 UTC
The controls were not great for me, I originally tried the web version with a keyboard, but then downloaded the windows build and tried with a controller. Neither felt great to me, the player character flew up into the air crazy fast and was hard to control. The right stick firing didn't seem to work either, despite trying to remap. So I think the controls are the area to work on. As others said I think some moving enemies or hazards would have been good.

The audio visual combination was good though. and suited the style you were going for really well. I think if the controls were tight then it could be quite an energising and fun game.
invader
08. May 2017 · 17:55 UTC
Nice retro-shooter.
iamteekay
12. May 2017 · 10:24 UTC
Nice artstyle and aesthetics. I had some problems with the collisions and the player gravity. If you fix the player acceleration and gravity it would have been most fun and fast paced game. overall a solid entry.
rwoeltjes
12. May 2017 · 11:49 UTC
Your game looks interesting, I had unfortunate spawns where there was almost no room to move. Don't know if it was intende, but when moving sideways you sometimes stick to a wall and you do'nt fall back to the floor. Seems you were quite ambitous for your game, maybe focussing on the essentials would have made the game better. Overall nicely done (had fun for a few runs)
Spinaljack
12. May 2017 · 11:53 UTC
Very glowy but my character kept getting stuck on terrain and movement felt floaty. Could have done with smoother flow and fewer interruptions. Maybe keep the game going under the huge pop up texts.