CRYSOPHILIST by Wouter52

The game is about a thief hungry for gold. Every year he goes to the same places to collect it. Because he gets to know each place better and better, the levels will expand each time it is played. Every level loops around, if you completed the loop, a door will appear so you can escape from the cops and their iron drones!
You can say that the thief is a typical "CRYSOPHILIST"!
All levels are "limitless", they are all computer-generated. There is also a working high score table :-)
You can play the game by browsing to: https://wouter52.com/CRYSOPHILIST/
P.S. I did not create every sprite myself. Some where copied or heavily modified. I'm proud of the graphics, but sadly it can't be rated :-(
Edit: I made the background of the messages on the bottom of the screen red so the messages stick out more. It was not clear in some levels that there were icy or windy conditions
| Youtube | https://wouter52.com/CRYSOPHILIST/SOURCE.zip |
| Youtube | https://wouter52.com/CRYSOPHILIST/ |
| Original URL | https://ldjam.com/events/ludum-dare/47/crysophilist |
Ratings
| Overall | 1097th | 3.303⭐ | 35🧑⚖️ |
| Fun | 1121th | 3.061⭐ | 35🧑⚖️ |
| Innovation | 1247th | 2.894⭐ | 35🧑⚖️ |
| Theme | 935th | 3.5⭐ | 35🧑⚖️ |
| Audio | 1042th | 2.424⭐ | 35🧑⚖️ |
| Humor | 945th | 2.485⭐ | 35🧑⚖️ |
| Mood | 1323th | 2.818⭐ | 35🧑⚖️ |
| Given | 17🗳️ | 41🗨️ |
my only criticism is that i found sometimes the player would slowly shift to the left or right side of the screen when i wasn't pressing anything, which i'm not sure was intentional. otherwise i had fun exploring the randomly-generated levels and the high score leaderboard was a cool implentation
The shifting is intentional, 1 of the 4 levels has that feature. It is supposed to simulate stormy conditions, but I had no time to visualize the wind ^^". The level should say something like "It's windy today"
Seems like you made it to the end too !
(although I still can't believe I managed a (sorta) finished product)
Well done on this one !
The spinning level select is very pretty.
Roaming the levels is quite enjoyable, the mechanics feel smooth.
I did enjoy the big bounce upwards when you fall on spikes, allows you to bypass big walls ;)
edit: just read your answer about the shift to the left, yes a little wind animation and this'll be perfect !
Good job ! If your in a state similar as mine I'm guessing your already in bed or close to, so good night !
And feel free to give me your opinions on my entry !
Take care
The spinning level select was the first idea that came into my head while reading this year's theme. I had to include it somehow, I'm proud how it turned out. Unfortunally I used some graphics from the internet in that screen. I changed some colors and fliped some textures around. But it was too little to call it 'my own' so I choose not to include graphical ratings on this game. A lesson learned for next year :-)
The big bounce upwards was a last-minute addition which added a lot, I'm glad you noticed.
I believe you are in France right? I think we live in the same timezone then, I'm from the northern part of the Netherlands (near the afsluitdijk).
I already played, rated and gave feedback to your game :-)
Take care!
I'll make sure to check out your game too
i did it like this: I first looked at the maximum number of pixels the character could jump over in various conditions. Then I programmed those rules. First each part of the level has a ground on the bottom of the screen (some a bit higher, some a bit lower) then holes are added in the ground and two random spots are chosen to build some platforms from (using the rules from earlier).
The first part of each level has a fixed spot to spawn on and some fixed little platforms so the player can't get stuck. Then a random spot on the right of the level is choosen to start generating the platforms on the next part(s) of the level. Each part looks at the most right platform to decide where the top platforms have to go.
Then, the genious part, after all of that generated, every platform gets some extra thickness by looking at every part of a platform. If a part has another part nearby it tries to fill in the gap. It uses a heatmap for that. That heatmap is also used for spaning enimies and powerups :-)
The textures are a big hack though. The ground (and everything below) is always stone. The blocks above that are always grassy O:)
If you are interested in how the levels where made, in the comment above I tried to explain it as clearly as I can :-)
The graphics were great, I also especially enjoyed the overworld loop. Nice work! Hard to believe this is your first game jam!
Ps: Event if you copied and modified the sprite, the choice is really nice, and copying is part of the learning process isn't it?
I saw your name on the highscore table, turnes out you are not that bad with platformers haha
Thanks for your feedback! I also can't believe what I pulled of this weekend, I'm very proud :smiley:
A lot of sprites I heavily modified (like the cops, player, drones and powerups and platforms) but most of the graphics on the donut where straight from the internet, some of them I flipped around or changed the color. The donut itself is all made by myself :smile: I agree that choosing the right sprites is part of the learning-curve :D
But yea that is the reason why I disabled rating for Graphics. It just did not feel right
Thank you for your feedback! I'll make sure to rate your game as well later today
otherwise the game was pretty good!
there were some challenge on trying to find a good route through the levels and collect as many points as possible. after a couple loops the levels started to feel a bit repetitive but as the levels were quite fast to beat (and computer generated !!!) that wasn't that big of a problem.
great job!
It's nice that you are so open minded about it being a fun challenge
Being 4th in highscores is impressive, good job!
I'll make sure to rate your entry later tonight after dinner :smiley:
Even if you cannot be rated in graphics, I like the level menu design (the wheel system match perfectly with the theme too!)
Nice try !
First off I didn't know I could jump on enemies till I did it on accident(which was early on).
I assumed I couldn't enter the door and needed a key when I saw it, that could be on me though.
The design of the drones suggests you can't jump on them (think spiky shells in Mario) even though you can.
On the world map you always go clockwise regardless of which arrow key you push, since the game is based on seasons, map movement shouldn't be mapped to movement keys as it suggests the game is bugged.
You shouldn't be able to queue movement on the season map as you can't tell where you'll end up if you double tap on accident.
You should add something to the back ground in levels, even a stock photo would be better then nothing.
You should add some background music to the levels as well so that there's something going on and not just silence.
The gameplay was quite fun, the art was quite well done
This game reminded me of 90s era PC platformers in a good way. I liked the loop/season mechanics. Great work on this one, a very unique take.
I had a look at your game too, but did not rate or give feedback because someone in the comments said there is somekind of surprise if you play long enough. And the last screenshot seems to confirm that. I'll give it another go later today :-)
The jump effect you are talking about was acctually implemented by mistake, but I liked it so much that I kept it in, thanks for noticing :slight_smile:
Normally doors require keys indeed, so I see where the confusion comes from. I couldn't really think of another way to signal an exitpoint to the player. The door appears when all of the areas of the level are played. In the first level, the player is in the only area of the level so the door appears immediately, bringing the confusion.
The design of the drones was indeed created with that in mind. I forgot that I programmed those enemies in such a way that stomping on top would kill them. I could have changed it, but somehow I didn't.
First I programmed the donut that the player could clockwise and counter clockwise (pressing different keys). My testers told me that clockwise would be more logical (because of the seasons and the theme). The donut shape was not tested very roughly after that, I accidentally created those two bugs you where talking about with that last change. which is impressive haha, creating two bugs with one change.
I had big plans for the background (think of palaxing backgrounds and wind animations), there are even sprites with flowers and plants in the sourcecode right now. But I had to shift priority's because that was one of the last things I wanted to add.
Somehow I find music a scary thing to program. My instrumental skills are just horrible and I never really did research for royalty free examples. So music had the least priority on my list this year. But, I totally agree with you! Music adds so much to a game! I'll make sure to do some research before the next jam starts. Do you have any suggestions where I could look?
Again, thanks for your extensive feedback good sir, I'll make sure to check out your game later today :-)
The leaderboard took a good chunk of my developementtime. I think it took around 3 or 4 hours getting it to work reliably. The backend is very simple (since it is just a game). It consists of a PHP file and a TXT file containing the scores.
The PHP file takes a GET command with the user-alias and the points and looks which place that user ended up with. Then the top 9 is sent back and the file is updated with the top 9 people. (so scores get deleted when it gets on place 10 or higher). The PHP code will also send back the scores when no input is given.
I'm not proud about the workings, you could literally type in your name and some made-up score and the PHP code will think it is totally legit and put you on the first place :sweat_smile:
but yea, it is just a game so for this application it is fine :)
Please take a look at the source, maybe you get some inpiration for the next jam :-)
In your game I saw 3 mechanics that are used to match the theme :
- Falling down that make you reappear a the top
- Level that repeat itself horizontally
- Level selection through the 4 seasons
But each seems not to be used to it full potential. I can give you some example :
- Falling from the bottom to the top could make you bump the ground hard, killing nearby ennemies, at a cost of some health point. And if you fall multiple time in the same hole without touching the ground it could multiply the killing effect (as the health point)
- The repeating horizontal level could allow you to shoot bullet that could hit you in the back if you don't take time to aim correctly at an enemy
- The seasons could have more effect that just some wind or sloppy ground, it could make your character get older with advantages and downside (more experience/power, less health point)
And for the procedurally generated level I have to say that you should be careful, it seems a good idea to make quick and non repeating levels but it could also break game. For example on one of my run on your game, one collectible item was buried underground. If this Items was something more important like an item continue the game, I would have to reset the level (or the whole game run).
What I wanted to say is you have put some effort in your making of this game and you ended *with a game*. And that is something great ! But what I saw is that you could do better, and I'm sur you will later :)
After re-reading it appear that my says doesn't really look like encouragements, but it is ! You're on the right way, just keep going :)
I like the main screen design the most, even if you didn't made all the sprites yourself it's a good idea and looks effective.
Sounds made my dog quite nervous, but still better than no sounds.
The game was fun enough for me to reach the bottom of the scoreboard, even though I'm not very good at this type of games.
Sadly I didn't manage to publish my JS browser game in time to have it on LD, but if you find time and willpower give it a spin https://krafter.itch.io/the-word
Those are some great ideas I haven't thought of :smile:
I had some awesome background graphics in mind for each level. It would have made the levels more themed :-)
What you are saying about the danger of computer generated levels is right, that is the reason why I did not make it mandatory to find all items and why I programmed the first screen to have a lot of static platforms.
Shooting that bullet and making it loop around sounds like a cool idea! I'm thinking more and more making a sequel now. But sadly my time is a bit limited haha
I'm glad I asked you for some more feedback, you have a lot of awesome ideas. I always appreciate this a lot. :smiley:
I'll make sure to check out your game later this week
that there would be a second chacter played by the computer as a thief nagging the cop.
But the idea didn't work very well because of the gold-collecting and stuff. So I switched the idea around and made the version you just played. :slight_smile:
I'll make sure to play and give feedback on your game later this week, maybe you can use that feedback to your advantage the next time you join Ludum Dare :-)
In general, the idea is unusual, good job
I had some big plans for the background graphics which would set the different seasons better apart, but the time was up so I couldn't do that
Here is my playtest:
https://youtu.be/lvrOd8ZzwUs