LD23 April 20–23, 2012

Black Sheep

I spent the weekend programming a puzzle game called Black Sheep. The goal is to fight the herd’s mob mentality and escape the pasture!

Edit: Although the submission period had expired (it was only 9PM, I swear!), I emailed Folis and he gave me a link to the submit page and I was able to upload my game!

Check it out here: Black Sheep

Comments

TehSkull
16. Jul 2012 · 02:37 UTC
Yeah, I still had the submission page bookmarked and eked in at 11:30PM my time.
16. Jul 2012 · 10:51 UTC
To be fair, I’m pretty sure the main-even Ludum Dare ends at 8 or 9 my time, so I should have planned ahead better. I just assumed that it went through the entire day since it was a MiniLD and the rules are a bit relaxed. Oh well, all is right with the world again!

Like Night & Day build is up

It’s 11:30. I just uploaded the first and only MiniLD build of this game. I hope those with an Android don’t mind installing and playing a bit. Due to the hectic schedule of my unpaid (for now) voice actors and time constraints, I couldn’t even finish chapter 1 for your approval. Please enjoy what little I have given you and forgive me for not giving more. I promise for an amazing game in the future.

https://dl.dropbox.com/u/29856467/Betas/Like%20Night%20and%20Day.apk

Let me again mention that I’m looking for voice actors, especially female ones, so either comment below or email me at TehSkull@hotmail.com

Much appreciated,

Kyle B.

 EDIT: Ooh lawdy I should have done device testing before uploading that build. I’ll fix it up asap.

MINI LD 36 Entry: RGB

RGB:

The Adventures of a bored platformer character as he makes an exciting discovery.

Spent most of my sunday hammerin it out, definately one of the fullest games contentwise i’ve finished in a JAM.

I had a blast making it, and hope you enjoy playing it.

Arrow Keys move, Up Jumps.

 

Click Here To Download (Win/PC)

Alas! Failure…

Man… So the deadline came and went and I didn’t finish. I learned a valuable lesson at least. One week is not a very long time if you don’t put your usual commitments on hold. When the big LD comes around, I will definitely not make the mistake of thinking I can do anything in my spare time. I’ve already warned my wife that I’ll be out of action for 48 hours. ; p

I also learned alot about how to manage sound in js/canvas games, and that the average reaction time for hitting the space bar when something appears on the screen is right around a third of a second.

Maybe I’ll post the game when it’s finished anyway, we’ll see.

For now I’ve got all these awesome submissions to play!! (I mean… um.. get my work done.. Yeah that..)

[Experimental] Ludum Dare Data Visualization

About:

Hi there!

A few months ago, I proposed a quite vague idea about a new “cartography” module for the upcoming LD23. Web Cartography is more and more used because of its curiously innovative and interesting aspect.

europeanPoliticalWeb

EuropeanPoliticalWeb (Linkfluence)

The picture above was made by a French startup and is representing the European Political seen through the web. (Based on semantic web crawlers) .

Now you may ask: “What’s the damn connection with Ludum Dare” ?

Just a few games…

With the increasing popularity of the event, we see more and more game proposed for each LD session. Also, the initial idea was to realize a cartography of the submitted games.

 

Why? 

To have a better visualization of the whole game submissions. Take a look to statistics in an original and interactive way.

  •  Which games are  available for a specific platform? Multi-platform?
  •  Which games have more votes, coolness? (main nodes) => Imagine a visual helping tool for voting.

…and numerous other possibilities.  (Why not something more realtime-oriented based on database snapshots?)

 

Proof of concept:

Using available public data and python scripts, I extracted and classified data concerning each game entries of a given Ludum Dare composition (platforms, ratings, creators,votes…). I’ve written a small web application displaying  large directed graphs, generated from these data sets.

You can find my work over here: http://cboissiere.com/projects/ldviz/

Don’t be afraid by the messy aspect of those graphs, it’s mainly because of the huge size of the data sets. And don’t forget it’s still experimental =)

And of course, the source code is over here: https://github.com/cboissie/LD_Viz

 

Tell me more:

It’s basically two kind of graphs:

  • WordCloud: We extract each words from all game titles. The words used together in a same title are linked to each other. For instance, if you click on the “TINY” node, you will see all the words that were used conjointly (like “WORLD”, or “PLANET”). The size of the node is proportional to the word occurrence.
  • MultiPlatform: In this graph, games and their respective platforms are linked (Windows, OSX etc…). The size of a platform node is proportional to the number of game ported on this platform.
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ wordcloud_ld23 WordCloud platforms_ld21 Platforms

 

Instructions:

  • You can change anytime the dataSet (between LD21,22 and 23) and the graph type.
  • Zoom with the mouse wheel.
  • Click on a node to see its immediate neighbors.
  • The “Start algorithm” button apply a “Force Atlas 2” algorithm to the current graph (see http://en.wikipedia.org/wiki/Force-based_algorithms_(graph_drawing)). You can stop the execution of the algorithm by clicking again on the same button. This algorithm will place the nodes in a more convenient way, give it a try!

 

TL;DR :

 

Here’s a quick web app prototype for visualizing interactive graphs of game entries from old Ludum Dare compos. You can see two kind of graphs: Word cloud (most used words for a specific theme) and Multi-Platform (Game names associated with their respective platform(s)). http://cboissiere.com/projects/ldviz/

 

Feel free to contact me at  clemzbox[at]gmail[dot]com or via Twitter.

Tags: Data Visualization, Experimental, Ludum Dare, Web application

Whoops.

OBJECTS = $(SOURCES:.ccp=.o)

Who wants to guess what happened when I ran make clean?

(The c++ file format I was using was .cpp)

Comments

mohammad
19. Jul 2012 · 17:10 UTC
unless there is a varible called $ then that was your problem

oh and you put the file name cpp to equal 0

oh and unless this was noticed the = boolean is too close to cpp

if im wrong go ahead and correct me.

im not a BIG fan of c++ but i know a little

First Post: Hope to make it in this world!

Hi all,

I discovered LD48 9-12 months ago. I’ve always been interested in programming, and I now how some experience in it.

My current goal is to be proficient in Java (maybe fluent, if possible) by LD25, about hopefully make something which I can submit to it. I also want to improve on my pixel art.\

Anyway my next post will probably be between now and LD25. Maybe in September-October to report on my Java progress and then just before LD25 if all goes well.

Tags: art, ld24, pixel, starting java

Comments

17. Jul 2012 · 11:22 UTC
Good luck!
17. Jul 2012 · 13:16 UTC
Awesome, welcome to the world of indie game development!

“Contrast”, my Mini-LD #36 late entry

Hi everybody!

Last week I partcipated on Mini-Ludum Dare #36, themed “contrasts”. I managed to finish the game in a week, but I lost the submit deadline ’cause I was traveling.

But anyways, here it is!
It’s called “Contrast” (not the most creative name, I know), you control a cube that must manipulate the environment around you switching from light to darkness to find the place you belong.

Here’s some screens:

 

 

 

 
There were many things I wanted to implement or improve, but due to time limitations I wasn’t able to. It was my first Mini Ludum Dare, and I intend to participate on others.

Again, you can play the game here or here.

A little bit about the game here.

Feedback wanted and very welcome.
Thanks :)

3

This entry was posted on Tuesday, July 17th, 2012 at 11:09 am and is filed under MiniLD #36. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My First Game

Hello everyone :)

I recently joined the world of game making. I created my fist mini-game in Processing. It’s very simple: http://www.ballrunner.hostzi.com/

Please tell me what you think of it!

Muha Saresa

Tags: processing first game ballrunner

Comments

18. Jul 2012 · 13:01 UTC
Well you should add graphics and sound for a start.

Then you might want to think about adding some sort of variation so the player has something to look forward to. Maybe the blocks start traveling left and right a little.

Cool ideas for improvement is that the blocks could change texture to the beat. How about power-ups? There could be a simple power-up that acts as a reverse magnet (pushes the blocks away) or one that slows the game down a little. Or maybe even on of those invincible powerups.

Also, you could have lives. They might be represented as rings around your player. When a block hits you, the block explodes and one of your rings evaporates. Then, maybe every 1,000 points, there’ll be a life power-up :)

Hope you take the inspiration ;D

3844. :)
Natanijel
18. Jul 2012 · 17:24 UTC
Very Good ideas 😀
davidllanos22
18. Jul 2012 · 19:15 UTC
I made 4330! 😀 It’s a nice start, keep working! :)
Pyro
19. Jul 2012 · 06:18 UTC
Nice Game.

I think it’s a great idea for a first game.

I got around 3700 points. Keep on working!
Natanijel
19. Jul 2012 · 10:13 UTC
Thanks 😀 And BTW there is a serious bug: after 1000 blocks pass, they stop appearing! I MUST fix that.
19. Jul 2012 · 11:45 UTC
Keep us updated 😀

Good luck :)
debarraGaming
20. Jul 2012 · 09:53 UTC
Not a bad game for your first. Like others say it would be better with more stuff like power-ups and sound. Also, you are using the picture’s top left corner for collision detection. It would be more accurate if you used the center point. But still good game! 😀
chambers
27. Jul 2012 · 21:59 UTC
I think it’s great for a first game. I use processing too!

my minecraft server is UP!

join freedomcraft, where freedom means free. adress at 66.215.200.157

Comments

ZackZak
18. Jul 2012 · 21:51 UTC
Herp derp, we need the IP to join. Also this has nothing to do with game development?
mohammad
19. Jul 2012 · 02:16 UTC
and i make my games with gamemaker 8.7
mohammad
19. Jul 2012 · 02:22 UTC
and plus it would count becuase it being run on an open-souced engine
mohammad
19. Jul 2012 · 01:58 UTC
fine use this then

see if it works baby

127.0.0.1:57615
Nsmurf
19. Jul 2012 · 16:38 UTC
1.)Stop spamming.

2.)don’t give us 127.0.0.1 as “your” ip

3.)GTFO
19. Jul 2012 · 16:52 UTC
Hey guys, grab a coke and chill out.
19. Jul 2012 · 17:04 UTC
ROFL! Nice Troll! Thanks, for the laughs.

what i called david destroyed…

 

ok so after looking at the other lundum dare entrys i thought,this should be too easy to do. so i did a game called switch,(will post link later) i spent 3 DAYS working to perfect it. the basis of the game is your in a maze, with enimeis, and you can switch from 3-d to 2-d. after i came to post it, it said it was over,(quite earlier than usual) and i nearly fainted as i lost my chance to make it big, so now i feel as if there was no point in entering the offical lundum dare, and i dont think i will. sorry for those who expected more than i could offer.

(p.s.the game was written,and made with gamemaker and the GML (gamemaker launguage).)

Comments

19. Jul 2012 · 03:40 UTC
psst, GM8 <<<<<<<<<<<<<<<<<<<<<<<<<<< toilet
Puzzlem00n
19. Jul 2012 · 14:00 UTC
Ludum. Not lundum. We’ve been over this.

Mini-LD #36 Test Test Test

My entry will be late because I was on my holidays during the submission deadline :(

I’m still going to upload my entry anyway.

However, I am having issues with viewing the game on my laptop, so I would be greatly appreciative if anyone in this amazing community would download the game and attempt to run it as a test for me.

If the game runs fine, then I’ll upload it again later, with a few changes!! :)

Any help is greatly appreciated, thanks in advance!

 

 

Download link: https://www.dropbox.com/s/n1dzp2fphdsp527/Bloodbath.zip

Comments

Nsmurf
19. Jul 2012 · 16:34 UTC
Nope, can’t see it. i’m on a windows 7.

furries for a video game?

ok so ive been thinking it over and asked myself: will furries make it into the cast of a video game? so that why im here to ask you.

is it?

Comments

chambers
27. Jul 2012 · 20:45 UTC
Well, to name a couple, there’s Star Fox and Sly Cooper too…

Game Jolt Game Achievements API Released

Hey Ludum Dare…ers? Dare-ies? Ah, DEAR PEOPLE OF LUDUM DARE,

Game Jolt has just released their long-time-in-beta Game Achievements API and libraries. They want the members to spread the news, and I thought I’d be the first to bring it the Ludum Dare community.

It works on most platforms (Game Maker, Construct, Unity) as well as with most languages (C++, Java, AS3). If your platform is not in the list on their landing page though, their community is really nice and they can probably help you out with making one – just have to ask on the forums. The system is stable, secure and scalable; a newly popular game – Kayin’s sequel to I Wanna Be The Guy: Gaiden – was released recently using their system. Game Jolt supports high scores for both users and guests, trophies and even data storage (which is only limited by your imagination!).

Here’s some links:
Landing page: http://gamejolt.com/…s/achievements/
Forums: http://gamejolt.com/community/forums/
Signup Page: http://gamejolt.com/auth/sign_up/

If you have any questions feel free to ask here or on the gamejolt forums in the link above!
-Bret Hudson ~ indie(Function); CEO

Tiny Defenders For Android – video logs of changes as it evolved!

While my game didn’t do terribly well in LD 23, it got overall average scores, I did get quite a bit of plays and a lot of good feedback on it.  I decided why not, take it and expand it out further.  Well this has taken FAR longer than expected and I ended up developing a full cross-platform 2d game engine/library that supports Android NDK/Linux/Windows/Mac in the process, but as of last night the extended edition of my LD23 game “Tiny Defenders” Is available on google play :)

First off, a link to the free version:

https://play.google.com/store/apps/details?id=com.raptor85.tinydefendersfree

And a link to the compo page!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7131

But that’s not  the primary purpose of this post!   I wish i had though of it sooner and done more in between but i’ve started doing video logs of my development so following this sentence i’ll have a few videos, starting with a video of the competition version, showing how the game evolved as i tried new things and added on to what I already had.  I actually think it’s kinda interesting to see how something starts from a tiny little ludum dare game and evolves into a full game.

Click the link to view the rest of this post! i’m hiding it under a “more” tag otherwise it’ll eat up the entire front page….it’s huge!

First off here was the competition version, very simple, simple 2 step sprite sheets, only one sprite used for all enemies and defenders, mouseover text in the upper left used for everything, levels are simply a single bitmap that the game is drawn over, all the levels essentially the same but with different graphics and slightly different path, and all but the base “army ant” unit were pretty much useless…basicly lots of shortcuts used to get it up and working in 24 hours

Unfortunately skipping a few builds as i didn’t think to take more video until this, drawing off most of the comments I had received i basicly stripped the game to it’s basics, changed the field size to better fit mobile screens, and wrote a simple UI layer so you can better see what you’re actually doing. (also made movement and attacking more smooth/requires ants to actually walk to an enemy before they can attack).  The biggest changes though are the statistics you get when you select an ant at the right and the upgrade menu showing current stats and stats after upgrade, mostly due to feedback that it was hard to tell if an upgrade was worth it or not as there was no numerical feedback.  Ants were also all capped to level 3 as level 5 ants were simply too powerful…and of course a button was added so you can give up on a level at any time and return to menu.

At the next update I had started adding new units but it cluttered the interface far too much to be usable on a phone, to reduce the number of buttons in any menu without requiring sub-menu’s and such I came up with a “weapon switching” mechanic where every unit has multiple “modes” you can set them in effectively allowing one unit to take up the roles of two, each having a certain advantage.  This actually added more strategy to the game where you are forced at times to decide whether damage or range is more important.

After this and from feedback it felt that the old 3 types of enemies and art were stale to the point where it would be too boring with so much new funtionality, so I took some time for a art revamp and added new systems for boss enemies, flying creatures that some attacks can’t hit, and redid the level format significantly, now making it tile based instead of single image, making it singnificantly easier to alter or make new levels

In my next update I decided to address some more of the primary complaints of the compo version, for one that it was hard to tell exactly the “square”  you had to select to upgrade an ant since they moved around while fighting and that it was “just” different enough from a normal TD game that you really needed some instructions or a tutorial to learn how to play.  To address this I added waving flags to the squares you place an ant on, so you know where to click, and have ants return to their flag while not attacking.  I also added in a set of tutorial levels that have onscreen text instructing you how to play and a locking mechanic where levels only unlock after completing the previous one. (the tutorials have a skip button however).  Another mechanic I added at this time was terrain effects. Each tile could now have different effects like disallowing ants to move through them, slowing down or speeding up, healing, or blocking placement and projectiles.

At this point the levels were actually getting pretty complicated and hard to edit by hand so i needed to move to using a editor, since they had essentially evolved off the origional format moving to something like tiled would have required a huge rewrite, though thankfully my origional level format was actually pretty well designed and easy to work with, they were just getting too large with too many sections with all the new layers of data the tiles had.  I opted instead of using an existing editor to simply make a in-game editor for my own use, which ended up being a HUGE time saver in the end as i could swap between edit and game modes freely to test changes live instantly.

And last but not least,  I did quite a bit of polish, and created extra levels/tilesets/worlds for the android release.  It’s not quite in the release yet but there is actually a working achievement’s system as well that i havent enabled yet as i wanted to polish it a bit more. Thankfully my engine design was versetile enough that integrating admob support was completely painless as well, i can just put the banner anywhere and the game will auto-resize to fit around it on any screen, so i made a really short promo video showing off a few stages in the first world and one stage from the second.

A little bit of a long post but hopefully interesting to some of you to see visually the evolution from a simple toy made for LD to what it is now, and how things changed and evolved from user feedback.

 

Tags: android, journal, ld23, post-compo, progress

Mini-LD #36 Bloodbath

Here is my game for the Mini-LD #36. The reason it is late is because the deadline date was during my holidays, so I had to start early, and submit late.

To say that this is only my second real game created in Java, I am pretty happy with the result.

I took Folis’s die to win idea, and the aim of the game is to get killed as quickly as possible to fill the bath full of blood.

Here are some screenshots:

 

Download Link: https://www.dropbox.com/s/v15nxnysi62tvom/Bloodbath.jar

Comments

brackcurly
20. Jul 2012 · 11:15 UTC
Nice little game! But you should add some instructions. At first I thought you control the guy throwing stuff :)! I like the blood physics very much which matches perfectly the pixel style of your game. You can see that you put most of your efforts into this effect. The gameplay could use some improvement. It gets boring very quickly and the jump controls feel a little bit sloppy. Maybe you could add more ways to die then just beeing hit by a blue something. Or you could make multiple levels in which you always have to find out how you can die as quick as possible. I think it realy has some potential!

Hello void!

Why Hello!

So as I was saying, Ludum Dare 24 will be my first Ludum Dare compo. I’m pretty excited! So excited, I’m writing this one post here to start things the right way.

I don’t know exactly what I’ll be doing. I guess I’ll be waiting for the theme announcement on August 24th before I decide.

I know, more or less, which platform I’ll be using, though. I want to create a Flash/Actionscript project, using Adobe AIR, and the Starling Framework. I haven’t used this framework yet, but from the demos I’ve seen, it has an amazing performance (it’s a library used to leverage Stage3D in Flash, that is, use GPU acceleration more easily). It will be also good to be back an ActionScript project; that way I can focus on making the game functional, rather than learning a whole new platform.

No 3D, though. All 2d.

I want the target to be multi-touch devices (maybe especially tablets); my main compilation will be as an Android APK. I may have something on the desktop/web too (since it will be Flash after all), but if I rely on multi-touch input, this may get tricky (I’d have to add a simulation layer for things like pinching and rotating).

I just want to create a kind of a frantic touch-based game where you use your fingers to control… something, like a map from above, with little Actor AIs. Code-wise, that’s what I want to focus on: self-sufficient AI.

What I have in mind right now is a game where you see a battlefield from above, and you have your own little dudes being constantly spawned. You can’t control your own little dudes; they’re independent. You can, however, control some parameters like their spawning rate and maybe their classes, if they have that.

Objective wise, I’m thinking something where you have to get your dudes to a certain point of the screen and do something, either reach the objective or retrieve a goal.

In my head, it looks a little bit like DotA, where the lane creeps sorta help you, but you don’t control them. The difference is that in DotA you have your own hero to control; I’m thinking something more macro.

Control of the dudes could be done by forcing grouping (e.g. tell them to “wait” at a certain point of the path, then releasing them) and changing the route they take. Maybe allowing different routes to the objective. Other than that, they’d be on their own.

The first idea I had was of a game where you had a sort of a tactical Team Fortress 2 game, where you could spawn different classes and they had to reach an objective. A kind of a “Tower Defense”-style game in reverse. That’s why I think you could have different classes of creepers… say, a bunch of “Scout” creepers rushing, but then meeting a bunch of “Heavy Weapons” enemy creepers. Oops.

Objectives could be varied. Team Fortress 2 also shows this pretty well: certain modes can change the game radically. Arena, Control Point, CTF… they’re all very different, even with just a few small rules changed.

Which all also remind me of Battlefield’s “Conquest” mode. For that control of your dudes would be more fine-grained (e.g. select a few of them and send them to a control point) but still sounds fun.

A lot of ideas. Nothing set on stone but it’s a good exercise. Too bad I only have one weekend for it, but it should be enough for a cool prototype.

Visually I think it’ll all be extremely simple, and retro-looking – Geometry Wars/Radiant Style. This would allow me to focus on the game experience rather than creating graphics (even though I think the graphics could still look great), and make it work better in case there’s an immense amount of actors on screen.

In the end, the image I have in mind is of something scribbling on a tablet frantically while his/her troops execute his/her orders. That’d be fun.

Comments

Puzzlem00n
21. Jul 2012 · 00:12 UTC
Hey, welcome to the community! I’ve got to say, my first impression on you was: “Zeh? Cool name!” Seriously, very memorable.
28. Jul 2012 · 11:39 UTC
Welcome Zeh! I’ve been a Flash developer for the part 6-7 years (most of that was at a company called Indusblue in Toronto), so of course you’re familiar to me as the creator of Tweener :)

Lab Lights Update

Hi everyone!

Some of you played my game “Lab Lights,” the game I created for the miniLD #36.
Well if you haven’t seen it yet, it’s a difficult puzzle game where you push around batteries, crates, TNT, and magnets with a main goal of lighting up all the lights in each of the 23 levels in order to get to the last room and turn on the generator!

You may play it on my site here:
http://www.zanzlanz.com/GamePage.php?n=Lab%20Lights

Here’s the link to the miniLD entry:
http://www.ludumdare.com/compo/minild-36/?action=preview&uid=11407

Lab Lights Screenshot

Screenshot

So here’s what my feedback was like:
When I put it on Newgrounds, it got daily 3rd best flash submission and later front-paged for a few days!  A rush of reviews and comments appeared.  Many people loved the difficulty of the puzzles.  A few people mentioned how rare it is these days to find good puzzle games this hard.  A few people compared it with “Chips Challenge” and “Shove It.”  MDeathM (on Newgrounds) says, “All in all, a phenomenally challenging and engaging puzzle game. Thank you for this creation.”  These words are very nice and I can only thank Ludum Dare for challenging me to make it.
To my surprise, Ryry67dude (on Newgrounds) made an hour long let’s play of it (and rage-quit at level 17) the day after the release!  Here’s his video:
http://youtu.be/8GMa8hw5aJ8

Unfortunately though, not everyone enjoyed the difficulty level of it.  Many people got stuck on level 2 or 7.  Some players mentioned I fried their brains, heehee!

Since I recognize how hard these puzzles are (I describe it as brutal), I made a full walkthrough of all 23 levels.  Here’s the video:
http://youtu.be/XMvwN4WGut8
(You should subscribe to me as well 😉 )

Lastly, some people said I should make a sequel.  I was thinking about it lately, and I think it would be a good idea.  I have some new gameplay elements that would be cool to add (Lasers and mirrors, differently sized boxes, teleporters, and boulders).  If you have any ideas, I’ll be happy to hear them 😀

Thanks for listening to my rambling, and thank you Ludum Dare for another fun experience!  If you want, you can rate and review the game in the comments on this post.
– Zanzlanz 😀

Tags: chips challenge, feedback, flash, puzzle, puzzle game, shove it, update, walkthrough

Comments

21. Jul 2012 · 03:35 UTC
Judging by the concept I assumed it wouldn’t be very difficult. After playing it I am amazed at how simple yet interesting it was. There were a few situations that were unexplained, like why you can’t play wire in certain levels? The music was nice.

The New Cruithne: less difficult, less twitchy, and more fun!

So, I made a Spaceship game called Cruithne (pronounced ‘croo-ih-nyuh’) for miniLD#36. I really loved making it, but on release, people said that it was more than a little bit too hard. I quote @Puzzlem00n here: “I like what you have going here, but this game is so hard it’s ridiculous”.

Sorry guys!

I’ve updated the game with smoother controls, weaker gravity, and a bit less thrust. You can play the updated version on StaticVoidGames.com here.

The new version has 3 new (relatively easy) levels (4, 5, 6), to make a grand total of 13ish. If you have any comments, criticism, or proclamations of your undying love, feel free to post them here, or tweet me @iandioch. Don’t be shy!

I might get around to adding another few levels sometime in the future, if you want. My convoluted code makes it a bit awkward, but I’ll suffer it if you ask nicely 😀

Hope you enjoy the game!

-iandioch

Comments

Puzzlem00n
21. Jul 2012 · 00:02 UTC
YES! I’ve been quoted in my absence!
debarraGaming
21. Jul 2012 · 12:08 UTC
Nice Game. Very interesting. I take it then that you’re a fellow Irishman! 😀
iandioch
21. Jul 2012 · 15:08 UTC
@debarraGaming Indeed. Cork-born, living in Monaghan. I chose the name Cruithne because of its space-ness. Its Irish roots were just a nice coincidence 😀

@Puzzlem00n Yeah, it’s easier, but to me, it just doesn’t feel quite as responsive. And if you leave the ship in free-fall, you’ll see that the gravity is pathetic. But, if that makes it playable, then it must be a good thing!