Ludum Dare #22compo
My Own World
A tricky puzzle-platformer featuring a kid isolated in a plastic ball - his own world. His special ability is drawing psychokinetic borders, which work as platforms and block lasers.
5 levels crafted with love. Mouse to draw borders, WASD/Arrow keys to move, Esc to quit.
Made with Python+Pygame, used bfxr for sound effects. Start the game from /dist/isolate.exe.
5 levels crafted with love. Mouse to draw borders, WASD/Arrow keys to move, Esc to quit.
Made with Python+Pygame, used bfxr for sound effects. Start the game from /dist/isolate.exe.








Comments16
Two things that I might add to your game:
- A bigger screen - your screen was tiny! For a game that needs fast and precise mouse coordination, tiny screens like that are murder
- Don't make the current platform disappear until you finish drawing the next one.
Thanks for the game
-The part about platforms not disappearing might be a good idea, I hadn't thought of that. Right now I'm instead relying on your ability to jump mid-air. Especially in the last level.
Damn, I almost want to do a post-compo sequel to this now.
The behavior of block drawing(rules of down-right vs. up-left) is perplexing from a player standpoint, and I don't know if a scrolling camera is appropriate - having the whole level visible might be better.
If there were a concrete reason why the player can draw blocks other than "just because," the theme of the game might gel a little bit better.
Mm. Rectangles are only "valid" when drawn from the top-left corner to the bottom-right one, otherwise you're only moving the starting point around. This is something I'd do differently in a post-compo edition.
>If there were a concrete reason why the player can draw blocks other than "just because," the theme of the game might gel a little bit better.
Well, my first association with "alone" was "exclusion". I came up with a shield mechanic that was your only way of interacting with the world. After some iterations, it became what you see now. It's a broad theme and the most literal interpretation has to do with mood, so I tried to reflect that with the presentation.
I think the big issue I had was with the scrolling camera mucking up my attempts to draw blocks as I bounce or fall. It also felt like there was a bug in the drawing algorithm in that the preview would show the block I thought I was drawing but then when I release the mouse button the resulting rectangle was a completely different dimension (I drew wide, but ended up with long).
I'd like to see a future version of this, perhaps with a slightly easier learning curve and a refined block drawing scheme.