Midniight by Ace17
A moody 2D platformer/exploration game (with Lo-fi graphics)
You wake up, in the middle of the night, into a world of nightmare.
What are you doing here ? How will you get back home ?
The answer lies deep down ...
Controls: - Arrows + X to jump - Enter: pause + minimap - Alt + Enter : toggle fullscreen
Tools:
- GNU Make / Vim / Git
- GCC / SDL / OpenGL
- Tiled Map Editor
- GIMP / Genius MousePen
- Bitwig Studio / Audacity
- Access Virus TI / Akai MPKmini / C-Thru Axis 49
| | | |
| ------------- |:-------------:| -----:|
|
|
|
|
|
|
| |
FOR THE WEB VERSION: - Click inside the picture to enable sound. - Don't click on the 'fullscreen' button
Ratings
| Overall | 127th | 3.886⭐ | 24🧑⚖️ |
| Fun | 250th | 3.659⭐ | 24🧑⚖️ |
| Innovation | 666th | 2.833⭐ | 23🧑⚖️ |
| Theme | 550th | 3.409⭐ | 24🧑⚖️ |
| Graphics | 212th | 3.818⭐ | 24🧑⚖️ |
| Audio | 23th | 4.114⭐ | 24🧑⚖️ |
| Humor | 391th | 2.6⭐ | 17🧑⚖️ |
| Mood | 26th | 4.25⭐ | 24🧑⚖️ |
| Given | 18🗳️ | 19🗨️ |
(edit) Do'h thanks. I'm a dummy
I love the art style, and the music sounds really nice. The sound design is great for a jam game. One gripe is the controls, which can feel lacking at times. Especially the jump. I found myself missing platforms by just a tad bit, and the jump feels really short and lacking.
Overall really strong work.
Using your own game engine is less hard than it looks ; especially if you're making a simple and light game like mine.
You indeed have to know how to program (and how to handle some sometimes hairy issues, like physics and sound management), but in the end, you're only implementing the features you actually do use ... which is a (very) small subset of the features provided by commercial engines like Unity3D or UE4.
The whole codebase for this game is 15kloc big, including third party libraries (e.g Glad, stb_vorbis).
The upside is that my game builds/runs/loads fast, and the whole game archive is only a couple of megabytes big :)
> @lorwon How do you managed to display text ?
This is a simple fixed-width bitmap font, drawn using OpenGL quads.
> @lorwon And how do you managed to get it workin on Web
I'm using Emscripten, which leverages LLVM WASM target to provide a standard C++ environment on the web platform.
This, of course, requires many constraints on the way you write your C++ code : you can't throw exceptions, you must restrict yourself to a subset of OpenGL features, you must have one global 'tick' function, etc. To make the matter worse, browsers behaves differently, especially when it comes to audio : for some reason, Chrome requires that I use a (very) big audio buffer, otherwise, the sound gets choppy (Firefox doesn't have this issue).
So yes, web support can be a bit of a hassle ; actually, I dropped it for my two previous LD games, but my SO convinced me to put it back :D
The platforming mechanics, game controls and physics are on point, it was really enjoyable to move through you levels. Also I really appreciated your attention to details: the wind moving trees leaves. You muffled the wind sound and added a tight reverb on the footsteps indoors, the backgrounds artwork, tastefull audio assets... Great work!
I will come back to it and study your source code. This is always a great way to learn cool things!
What to say... I really enjoyed your game!
I found ambiance of old game. It's a return to childhood :)
The music serve the game, the graphism is nice. And I found maps very interesting to explore, to find hidden artefact.
I play with the web player and It's works for me.
Congratulation !! :)
The main menu music feels spooky, setting up the mood for the game.
The graphics are clear even though they are lo-fi. They also support the nightmarish theme of the game. A minor thing gripe for the graphics is that I can see the moon through the ground blocks, which makes them feel thin and taking away immersion.
I feel that the wind sound is too loud for an ambient. The same goes for all the ambient sounds even interior ones. The audio clip could also be a little longer as the looping point is very clear. Otherwise, the sound design is juicy and the sounds give the right amount of feedback.
Controls for the game feel nice which is the most important part of the platform genre as precision is the key.
The game follows the theme quite well as the player goes deeper into the dungeon searching for treasures.
Nice entry overall.