PixelWorld by Dom Harris
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


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
| Original URL | https://ldjam.com/events/ludum-dare/38/pixelworld |
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🗨️ |
Liked the feeling,
liked the procedural generation,
liked the speed,
liked the destruction potential
Rated <3
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:
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.
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.
@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 :)
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!
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.