
Globular Prisonbreak!
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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My game is called "Globular Prisonbreak". It's an action-puzzler about speed, precision, space, and color. A Blob creature, known as Bloopie, makes its escape from a Gnomish prison. There are 27 short levels in this frantic tetris-meets-frogger arcade.
The idea is to dodge globular bullets coming at you from all sides as you make your way to the top of the level. If you are hit, the glob attach to Bloopie, becoming an extension of its body. So just don't get hit right? Not so simple... Blocking your path are laser force field gates which must be disarmed by sacrificing an exposed glob of matching color from Bloopie's body. Don't have the right color handy? Just absorb it from the bullets. But here's where it gets fun--the glob bullets are initially all grey. An absorbed glob adopts the color of the floor tile where it was absorbed! Pay heed to next color you'll need... and get the bullet in the right spot! Stay thin or get stuck and crushed in the stone gateway exit.
What I used to make this game:
A netbook.
Flash Develop
Flex compiler
Flixel 2.55
A desktop with crash-a-lot hardware (for music/graphics).
Pxtone (ptVoice and ptCollage)
Now a few notes on my first experience with Ludum Dare:
I've been wanting to compete in ld48 or the jam for a few years now, but haven't had the time. I wasn't really prepared for this one either... I just stumbled here in the first several hours of competition and decided to join in. I'm so glad I did--it was a blast!
Unfortunately my first game could not be polished as well as I would have liked before presenting it. There are some bugs, although the whole thing is quite playable and enjoyable throughout. I never did beat it in development, although I have just now for the first time while writing this... so you can except it to get quite challenging. Some honest advice: The game will tend to hide its bugs if you don't mash keys. Keen sight and a little hesitance will escape through the final 10 levels.
I'm especially proud of the idea this game presents. I plan to improve on it in the future, starting with some fixes and features that didn't make the 7pm (PST) contest deadline.
And last but not least.. I'm VERY MUCH looking forward to trying out YOUR games over the next few weeks!
The idea is to dodge globular bullets coming at you from all sides as you make your way to the top of the level. If you are hit, the glob attach to Bloopie, becoming an extension of its body. So just don't get hit right? Not so simple... Blocking your path are laser force field gates which must be disarmed by sacrificing an exposed glob of matching color from Bloopie's body. Don't have the right color handy? Just absorb it from the bullets. But here's where it gets fun--the glob bullets are initially all grey. An absorbed glob adopts the color of the floor tile where it was absorbed! Pay heed to next color you'll need... and get the bullet in the right spot! Stay thin or get stuck and crushed in the stone gateway exit.
What I used to make this game:
A netbook.
Flash Develop
Flex compiler
Flixel 2.55
A desktop with crash-a-lot hardware (for music/graphics).
Pxtone (ptVoice and ptCollage)
Now a few notes on my first experience with Ludum Dare:
I've been wanting to compete in ld48 or the jam for a few years now, but haven't had the time. I wasn't really prepared for this one either... I just stumbled here in the first several hours of competition and decided to join in. I'm so glad I did--it was a blast!
Unfortunately my first game could not be polished as well as I would have liked before presenting it. There are some bugs, although the whole thing is quite playable and enjoyable throughout. I never did beat it in development, although I have just now for the first time while writing this... so you can except it to get quite challenging. Some honest advice: The game will tend to hide its bugs if you don't mash keys. Keen sight and a little hesitance will escape through the final 10 levels.
I'm especially proud of the idea this game presents. I plan to improve on it in the future, starting with some fixes and features that didn't make the 7pm (PST) contest deadline.
And last but not least.. I'm VERY MUCH looking forward to trying out YOUR games over the next few weeks!