Venture-Out! by 64mega

[raw]
made by 64mega for LD 44 (COMPO)

Venture-Out is a mix between classic Breakout and classic Nintendo ARPGs like The Legend of Zelda. Or at least, it would be if I'd had the time to flesh it out some more! It is winnable in its current form: Find a way to open the two chests.

The game is made for DOS, using Watcom C and NASM to produce the binaries. To run it, double-click on one of the batch files to launch DOSBox in your preferred configuration. Once done, you might have to manually exit DOSBox by closing the window or typing 'exit' and hitting enter.

The idea behind this is to invest in a bit of a risk by cutting into your life-pool (Your spare balls) to get the items you need to clear the game.

Due to the obviously rushed nature of the game, things are a little bit rough around the edges: The ball is just using pure diagonal movement with no angular change. This can make things a bit tricky. If you have enough spare balls, you can launch some extra ones!

=== GAME CONTROLS === - PADDLE MOVEMENT-> Arrow Keys - LAUNCH A BALL -> Spacebar - CHANGE SELECTED BALL TYPE -> TAB - EXIT GAME -> ESCAPE

Move off-screen to change between areas.

If you're on the screen with a door in the cliff, press UP to enter it (That's the shop). To choose an item, use the LEFT and RIGHT arrow keys, and press SPACE to select. To leave the shop, press DOWN.

Thank you for trying this game out!

Ratings

Given 19🗳️ 12🗨️

Feedback

Jani Nykanen
29. Apr 2019 · 11:39 UTC
Damn, this is so cool, if I only had a real DOS PC to play this...

(also, where did you find all the time to make a game like this in only 48 hours?!)
Synedraacus
29. Apr 2019 · 12:21 UTC
This is crazy awesome that someone makes a whole complete DOS game for LD. The art and sound are perfectly authentic, the gameplay loop is working fine, refreshing screens give just enough chance to grind while forcing you to finish a level in a single run. My favourite from LD44 so far.

Just one little issue: your dos-only distribution (the one without Dosbox) lacks `dos4gw.exe`.
🎤 64mega
29. Apr 2019 · 17:07 UTC
`Just one little issue: your dos-only distribution (the one without Dosbox) lacks dos4gw.exe.`

Thanks for trying it out! Good catch on the missing DOS4G/W executable! It's fixed now for future downloads.

`(also, where did you find all the time to make a game like this in only 48 hours?!)`

I'm still paying for it in exhaustion! I'll be doing a full postmortem on the itch page in a few days once I've recovered fully and have played some other submissions.
Dooda
29. Apr 2019 · 20:59 UTC
Practically a masterpiece, I am impressed by how well this 48 hr game is honestly. Only recommendation from reading your comments is try not to strain yourself during the jam, I personally even set time aside to play other games and rest :joy: But I guess you learned this the hard way.
vladirien
29. Apr 2019 · 21:46 UTC
Very clever idea and use of the theme! The player seems to slide a bit too much but other than that impresive work!
KilledByAPixel
29. Apr 2019 · 21:46 UTC
I like the concept! Good pixel art, reminded me of playing arkanoid in dos long ago. It was fun breaking stuff. The ball control was a bit lacking, usually it is possible to control by paddle position or movement, but it always seems to bounce the same way here. The music was such a short loop, I had to turn it off after a few minutes. I liked that you could launch multiple balls, but don't understand why it would be useful. I unlocked one chest and threw in the towel.
JOZGames
29. Apr 2019 · 21:52 UTC
Adorei os graficos e gostei da mecânica de explorar o cenário em um breakout

O unico ruim é que as bolas só vão em diagonais, a jogabilidade seria muito melhor se elas pudessem ir para 360 graus
slimabob
29. Apr 2019 · 22:09 UTC
Amazing.
🎤 64mega
29. Apr 2019 · 22:29 UTC
Thanks everyone!

`The player seems to slide a bit too much`

Yeah, I didn't know whether I liked the feel of it or not. Felt better than having the paddle stop immediately though, so I left it as-is.

`The ball control was a bit lacking, usually it is possible to control by paddle position or movement,`

` I liked that you could launch multiple balls, but don’t understand why it would be useful`

I'll blame this on time! I initially only implemented really basic movement for the ball (integer dx and dy for directions) and never got back around to working on it much further.

My initial severely-cut-down idea was to allow for multiple balls to be launched to help solve switch-puzzles (Like hitting two switches within a few seconds of each other), and to allow the player to use three buttons to launch the ball diagonally either way, or straight ahead.
CraftLord
30. Apr 2019 · 18:40 UTC
Cool game, sometimes I wished the paddle could go a little faster.
Very well done!
Alex Davies
30. Apr 2019 · 19:06 UTC
Great game, especially as a DOS game. My only criticism is that the paddle feels a bit floaty unless you spam left and right constantly, and the level change areas should be blocked off while a ball is in play - I kept accidentally moving into them.
ristoretto
01. May 2019 · 18:45 UTC
I like the game, the art, objects and menu feels coherent and authentic. I agree that the core breakout movement can be more refined. What I like is the none-linear gameplay. You might have seen Wizorb, it's a fantasy breakout similar to yours. The difference is that you move forward in wizorb, from room to room, so it's cool to move between different screens and find different ball items to unlock new items / paths. To change rooms with the by sliding to the side felt a little off, so would be nice if it worked by hitting the ball into a cave entrance. Also if the different balls had different physics :)
🎤 64mega
01. May 2019 · 19:01 UTC
Thanks for all the suggestions! The ball physics are definitely up near the top of my post-LD todo list, and paddle movement a close second. Also I do like the idea of the ball entering entrances to move, but I could also see that being an annoyance (E.G: Ball bouncing off a moving enemy and landing you back in the cave you just left). What I might do is have 'shutters' over the door that you can open by holding down a key when you want to.
fashionbatman
01. May 2019 · 21:15 UTC
I agree with the floatiness other people have commented, but still good work overall
mrtnldm
02. May 2019 · 18:19 UTC
Wow. Really great! How do you even get the idea to make a DOS game? :) Good job, lots of fun to play. Only thing that bothered me a little was when I moved too much left or right and was automatically in the next level, resetting my current one. Otherwise fun to play!
Sebastien Bourgeois
03. May 2019 · 20:07 UTC
How man, a DOS game! Soooo cool! I love this retro feel so much! You should really try to add the angular change when ball bounces the paddle, the idea and the concept is great and it could really become a cool little game! Good job!
Korteh
03. May 2019 · 20:37 UTC
wow, never expected to see dos game here, only problem i had what player can't controll angle off ball by hitting it with sides of paddle, like in many arkanoids
Vectrex28
04. May 2019 · 16:14 UTC
Good job churning out an ASM game in compo time, I know a thing or two about that myself :stuck_out_tongue_winking_eye:
The graphics are easily the best part about this game, bright and colourful: I dig them and they are very reminiscent of DOS games. The theme is also well-respected, and I appreciate managing to include sound, though the short loop might be a bit grating eventually.
Gameplay wise I did enjoy it as well though I think the controls were a bit stiff - the paddle moves a bit too slowly to me. Maybe it could've been cool if you added mouse support. Also, I'd map moving screens to a keystroke, I did accidentally change screens on a few occasions which was a bit annoying seeing as the tiles respawn.
Still, it was a pleasant surprise seeing another ASM game on this LD and I'd love to see more stuff from you :)