the ruins by ruby0x1
The ruins are like your second home.
You're always here, wandering around.
You stumble on life, in need of help.
made with luxeengine.com (twitter)
find me on twitter ruby0x1
Notes: Requires a modern browser (webgl2 + webassembly)

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| Youtube | https://underscorediscovery.itch.io/the-ruins |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-ruins |
Ratings
| Overall | 2013th | 3.122⭐ | 39🧑⚖️ |
| Fun | 2048th | 2.892⭐ | 39🧑⚖️ |
| Innovation | 1877th | 2.944⭐ | 38🧑⚖️ |
| Theme | 938th | 3.784⭐ | 39🧑⚖️ |
| Graphics | 1456th | 3.452⭐ | 23🧑⚖️ |
| Humor | 1834th | 2.229⭐ | 26🧑⚖️ |
| Mood | 1530th | 3.214⭐ | 37🧑⚖️ |
| Given | 3🗳️ | 3🗨️ |
Thanks for playing!
After that I enjoyed the journey towards the sanctuary. The plant was falling a bit too easily, but that was the point and eventually you figure out the way to minimise drops.
Nice choice for visuals, I really liked the tileset. Like the rest, sounds and animations would be cool, but I think we all know by now how time has the nasty habit to fly over the weekend.
Great job! :)
There's also a throwing mechanic (Q) which broke at the last second because of another bug fix, but the idea is that throwing the plant across gaps and then leading it with a jump is a valid strategy, so you can do trickier gaps without damaging the plant. I didn't put any of those jumps in because the mechanic wasn't working right, but I hope to add that in soon!
Great work and see you next Ludum Dare!
No rating in graphics though, you should probably opt-out if graphics are not yours.
I did experience a couple things in the engine that I thought I'd comment on because they seem more useful to you than game feedback :)
I was getting some artifacts in the text boxes. Looks almost like a debug draw or the edges of the triangles.

The physics were solid for the most part, but I did have some weirdness like I would randomly drop the plant while double jumping if I was near a wall.

I also noticed that things like the plant and my character would tend to drift off of the corner tiles we were standing on. That might just be an interaction of the circle (?) character colliders with the rectangle (?) tilemap collider. It felt like it would happen from very far away.
Also, sometimes when I would die and the screen would fade out and the game would throw an error:
'''
plant health 3
index.html:141 plant health 2
index.html:141 plant health 1
index.html:141 plant health 2
index.html:141 plant health 3
index.html:141 plant health 2
index.html:141 plant health 1
index.html:141 plant health 0
index.html:141 oh nooo
index.html:141 game / area / area change => `scenes/area2` ...
index.html:141 game / area / loading area `scenes/area2` ...
index.html:141 Arcade / TileCollision / attach / asset is `tiles/area2` 102801316
index.html:141 Arcade / TileCollision / attach / made `226` solids from tag `solid`!
index.html:141 Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create
index.html:158 Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create
printErr @ index.html:158
index.html:158 exception thrown: RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info.,RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info.
at abort (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1585:9)
at ___assert_fail (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1826:7)
at luxe::world::Tags::create(luxe::world::Entity const&) (wasm-function[1395]:0x645ee)
at luxe::world::create_tags(luxe::world::AnEntity const&) (wasm-function[1394]:0x6449f)
at luxe::script::world::luxe_world_Tags_create(WrenVM*) (wasm-function[2937]:0xfa3ad)
at runInterpreter(WrenVM*, sObjFiber*) (wasm-function[4372]:0x19b03c)
at wrenCall(WrenVM*, WrenHandle*) (wasm-function[4371]:0x19a81e)
at luxe::script::tick() (wasm-function[2679]:0xdeb02)
at luxe::runtime::tick() (wasm-function[2220]:0xc786c)
at luxe::runtime::game::bind::loop(void*) (wasm-function[3391]:0x12e935)
printErr @ index.html:158
game.js:4857 Uncaught RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info.
at abort (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1585:9)
at ___assert_fail (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1826:7)
at luxe::world::Tags::create(luxe::world::Entity const&) (wasm-function[1395]:0x645ee)
at luxe::world::create_tags(luxe::world::AnEntity const&) (wasm-function[1394]:0x6449f)
at luxe::script::world::luxe_world_Tags_create(WrenVM*) (wasm-function[2937]:0xfa3ad)
at runInterpreter(WrenVM*, sObjFiber*) (wasm-function[4372]:0x19b03c)
at wrenCall(WrenVM*, WrenHandle*) (wasm-function[4371]:0x19a81e)
at luxe::script::tick() (wasm-function[2679]:0xdeb02)
at luxe::runtime::tick() (wasm-function[2220]:0xc786c)
at luxe::runtime::game::bind::loop(void*) (wasm-function[3391]:0x12e935)
'''
Hope that is useful! Good luck with the engine!
@okkolobr the plant falls from impact, so it's part of the idea that you need to platform carefully in order to not drop the plant. single jump won't drop it, full height double jump will, and from any higher will do damage as well as drop it!
@minibobbo thanks for the feedback and support.
- That text bug is real interesting, seems to be sampling something along the edges of the triangles :thinking: I'll peek into it but I've never seen that, thanks
- Jumping up and hitting into a wall will jostle the plant. That's the whole idea of the game. Don't bump into stuff! :) It applies both vertically and horizontally as well as up or down, at different thresholds for each.
- The callstack for the game over screen is already fixed locally and will be live soon, you can remove it from your comment as it's long and messy and no longer relevant, thanks!
- The collider for the player is a rectangle and for the plant is a circle, everything else is a rectangle so it shouldn't slide off for the player. If you manage to capture that in action I'd like to see it because it doesn't gel with how the physics works.
Thanks everyone for playing and rating!
* Some sound effects and music would go a long way to heightening the atmosphere
* This might be a personal pet peeve but I strongly prefer a fixed pixel size with pixel graphics - e.g. the little bits of grass being scaled differently always looks off to me.
* Animations on the water would be great