Grow From Earth by JamesMowery
This is my FIRST attempt at making a game.
The theme is that you're planting a seed, and attempting to grow it, all while avoiding the platforms to go higher and gathering sun to maintain your speed. My total time on this project was around 9 hours, with about 3+ hours spent trying to learning the Phaser. I also started over from scratch halfway through.
======================== CONTROLS =========================
Use Left & Right keyboard to control the seed to avoid the platforms and collect sun tokens.
When you run into a sun token, you will maintain the current speed of the game (scoring was added in Post LD).
If you fail to collect "Sun" tokens, the game speeds up. Miss enough of these, and the game will be significantly more difficult to impossible.
Note: I added an improved version, but the Ludum Dare final version is, of course, available, and it is what is what you are playing above. (Access the improved version by clicking "Web (Post Ludum Dare)" link below.
====================== POST MORTEM ========================
I really enjoyed participating in my first Ludum Dare and making my first game. I only wish I had more time to flesh out the idea and to refine the game, as I know it's not really innovative or terribly fun as it is.
What I didn't get a chance to add that I really wanted to:
- Instructions (Added Instructions in Post LD)
- Skip intro/press play functionality (to break out of the menu faster)
- Game Over / Victory screen (if you get a score of 100, the game just randomly ends)
- An end-of-game score reminder (Added in Post LD)
- A nice looking "stem" for the seed/plant, that would draw itself and leave itself on the screen. Didn't figure this out on time.
- Audio/Music (Added Sound in Post LD)
- Random widths of the platforms (to sometimes make it easier and more challenging to slide through
- Checks on the platform logic to ensure you wouldn't get into a situation that was impossible (if you were doing well).
- Optimizations: The game isn't optimized, but I'm sure that if I did it, the game would run a lot smoother.
What I did figure out that I was proud of accomplishing:
- The Phaser framework; I figured out the basics, and after I spent a lot of time figuring this out, I got to get into creating the actual game
- Touch, mouse, and keyboard support - the touch bit was tricky, but I figured it out in the end
- Adding the Sun, collectable, system, which was something unique to these styles of games
- Ability for the game to speed up and increase the difficulty — it's very hackish with out I did it, but I got that part done to make it more of a challenge
I know the game isn't pretty, unique, or interesting, but if you look at it from a perspective of someone who was actually learning how to do this as I went along — along with the fact that I only had less than 10 hours to work on it, then maybe you can see through the extremely rough edges.
====================== TOOLS USED =========================
- Phaser Javascript Framework
- Atom
- Pixelmator
- GitHub
======================= UPDATES ===========================
- 12/14/2015: I cleaned up the comments in the code, and also split out the files to make them more easily readable for anyone from Ludum Dare to have a look. I also removed two assets that were not used.
- 12/17/2015: If you click on the "Web (Post Ludum Dare)" link below, you'll find the improved version of the game. I added a "game over" score screen, included some silly sound effects that I recorded, reduced the starting game speed, and tweaked the scoring. I also included the branch to the improved source code as well.
- 12/18/2015: I added a tip to the main menu (for the controls), locked in a 4:3 aspect ratio (so that the game can be more easily used on other devices) and made changes to the placement of assets to accommodate that, enabled support for high-DPI displays, removed an unnecessary attempt to load an asset (the asset was removed), and removed a physics rope effect on the stem in the hope to optimize the performance a bit (as the game stutters every once in awhile, more so on mobile).
The theme is that you're planting a seed, and attempting to grow it, all while avoiding the platforms to go higher and gathering sun to maintain your speed. My total time on this project was around 9 hours, with about 3+ hours spent trying to learning the Phaser. I also started over from scratch halfway through.
======================== CONTROLS =========================
Use Left & Right keyboard to control the seed to avoid the platforms and collect sun tokens.
When you run into a sun token, you will maintain the current speed of the game (scoring was added in Post LD).
If you fail to collect "Sun" tokens, the game speeds up. Miss enough of these, and the game will be significantly more difficult to impossible.
Note: I added an improved version, but the Ludum Dare final version is, of course, available, and it is what is what you are playing above. (Access the improved version by clicking "Web (Post Ludum Dare)" link below.
====================== POST MORTEM ========================
I really enjoyed participating in my first Ludum Dare and making my first game. I only wish I had more time to flesh out the idea and to refine the game, as I know it's not really innovative or terribly fun as it is.
What I didn't get a chance to add that I really wanted to:
- Instructions (Added Instructions in Post LD)
- Skip intro/press play functionality (to break out of the menu faster)
- Game Over / Victory screen (if you get a score of 100, the game just randomly ends)
- An end-of-game score reminder (Added in Post LD)
- A nice looking "stem" for the seed/plant, that would draw itself and leave itself on the screen. Didn't figure this out on time.
- Audio/Music (Added Sound in Post LD)
- Random widths of the platforms (to sometimes make it easier and more challenging to slide through
- Checks on the platform logic to ensure you wouldn't get into a situation that was impossible (if you were doing well).
- Optimizations: The game isn't optimized, but I'm sure that if I did it, the game would run a lot smoother.
What I did figure out that I was proud of accomplishing:
- The Phaser framework; I figured out the basics, and after I spent a lot of time figuring this out, I got to get into creating the actual game
- Touch, mouse, and keyboard support - the touch bit was tricky, but I figured it out in the end
- Adding the Sun, collectable, system, which was something unique to these styles of games
- Ability for the game to speed up and increase the difficulty — it's very hackish with out I did it, but I got that part done to make it more of a challenge
I know the game isn't pretty, unique, or interesting, but if you look at it from a perspective of someone who was actually learning how to do this as I went along — along with the fact that I only had less than 10 hours to work on it, then maybe you can see through the extremely rough edges.
====================== TOOLS USED =========================
- Phaser Javascript Framework
- Atom
- Pixelmator
- GitHub
======================= UPDATES ===========================
- 12/14/2015: I cleaned up the comments in the code, and also split out the files to make them more easily readable for anyone from Ludum Dare to have a look. I also removed two assets that were not used.
- 12/17/2015: If you click on the "Web (Post Ludum Dare)" link below, you'll find the improved version of the game. I added a "game over" score screen, included some silly sound effects that I recorded, reduced the starting game speed, and tweaked the scoring. I also included the branch to the improved source code as well.
- 12/18/2015: I added a tip to the main menu (for the controls), locked in a 4:3 aspect ratio (so that the game can be more easily used on other devices) and made changes to the placement of assets to accommodate that, enabled support for high-DPI displays, removed an unnecessary attempt to load an asset (the asset was removed), and removed a physics rope effect on the stem in the hope to optimize the performance a bit (as the game stutters every once in awhile, more so on mobile).
| Web | http://jamesmowery.github.io/GrowFromEarth/index.html |
| Source | https://github.com/JamesMowery/GrowFromEarth |
| Web (Post Ludum Dare) | http://jamesmowery.github.io/GrowFromEarth/postld/index.html |
| Source (Post Ludum Dare) | https://github.com/jamesMowery/GrowFromEarth/tree/post-ld |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64932 |
Ratings
| Coolness | 81% | 2 |
| Overall | 2.74 | 849 |
| Audio | 1.73 | 673 |
| Fun | 2.62 | 806 |
| Graphics | 2.45 | 790 |
| Humor | 2.06 | 607 |
| Innovation | 2.38 | 856 |
| Mood | 2.43 | 783 |
| Theme | 3.96 | 282 |
I'd definitely tweak the speed. I actually wanted to add bar that would fill up showing you how much faster the game was running if you didn't pick up the collectables.
Thanks so much for the feedback.
And thank you rantt & RhythmLynx for the kind words!
You can improve it with a very little thing : find a way to keep the score somewhere visible when the player lose. ;)
Thanks so much for checking out my game!
-Alex
I always need more time to really finish my Ludum Dare games too, but it's still a lot of fun to program or learn something completely new and then share it with other people.
An entertaining game that reminds me of Flappy Bird's rogue-scoring gameplay.
Any changes that I would have made have already been made on the post-Dare version (namely the game over screen). The audio on the post-Dare version is also hilariously entertaining, and the gradually speeding-up gameplay makes it fun to play.
Congrats on both your first game, and first dare! I hope you continue developing, and return for the next dare. :D
Happy to see a Phaser Developer