The Pioneer

The Pioneer

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
audio: 3.55
coolness: 0.72
fun: 3.44
graphics: 3.48
humor: 2.57
innovation: 2.74
mood: 2.94
overall: 3.48
theme: 2.65
There are still some bugs in this one, mostly physics related ones. I'm sure there are probably ones I don't even know of, seeing as I am submitting this with... uh, like 5 minutes left.

It was kind of rushed, but the core engine is complete- there is one flying enemy, one walking enemy and about 10 level maps. All of these elements undergo randomization that is derived from a seed you enter at the start of the game. Also, it will tell you letters and numbers are allowed in the seed, but only letters are currently. This will be fixed soon of course but it really shouldn't matter anyway.

The game is completable, although you will certainly notice the dearth of content. I opted to make a single enemy of each variety (walking, flying and boss) and in the end that was all I had time for- even then I had to rush. Alas. I suppose that's what I get for beginning a whole 24 hours late.

I got a bunch of help on this from my friends Marius Schneider, Zachery Delafosse, and Benjamin Pullen.

This is made in Game Maker, so it's windows only right now.

Check out the readme for controls and basic story info!

Uses the SGAudio DLL for game maker by snake5: http://gmc.yoyogames.com/index.php?showtopic=506072

WHAT IS THE PIONEER?

It's a game about a supernatural little being who goes between tiny planets in space and exterminates the monsters that inhabit them. My idea with this was that the "tiny world" concept could translate into a lot of small, separate places conveyed in a screen-based platformer.

The design for the final version of the game is kind of leaned towards being an almost roguelike sort of escapade- the rooms are not actually randomly generated, but based on set skeletal structures with lots of points of articulation.

In every map there are bits of solid and stuff that might not appear, enemy slots that have a higher chance of being filled the further on into the play session the player is, etc. There are also twelve color palettes and four tilesets that skin themselves over the levels.

Speaking of the randomized features, they aren't all purely aesthetic- the monsters, in particular, all level up as the player survives longer. These levels give them points that they allocate into statistics and abilities- giving them more survivability through hit points, dole out harder damage to the player, or move faster. The skill builds are not global between all monsters of a single type, but rather become randomized on each level- slimes could be very fast and jump between the floor and ceiling in one stage, and be very slow with a lot of HP on the next.

Again I am highly disappointed that I couldn't work fast enough to supply more content than what's available here, but I hope the barren framework and concept is enough to catch your interest to watch its further developments. There are a lot of different enemies planned; teleporting wizards with ranged attacks, skeletons that try to get to you, a wheel-shaped creature with four legs that travels along all sides of solid surfaces, and a lot more. More player abilities are also to come in a more fleshed out release, such as lava resistance, slow-fall and a few other neat things.

More features and tons of content are definitely in store for this game, so please keep watching if it has caught your interest!

I had a lot of fun working quickly to meet a deadline and I'll definitely want to get a better head-start on the next Ludum Dare!

UPDATE: POST-JAM VERSION 1

This is not a greatly fleshed out version of what was first released, but it does have a few things brushed up: the environment tileset composed of blocks has been redone and looks nicer, levels with unfair jumps were tweaked to be easier and you can now restart the game [bypassing the logo + sound] after you die or win by pressing enter.

The end-screen restart was supposed to be in for the initial release, but a small coding error caused it to make the audio DLL freak out and produce a lot of loud, weird glitchy noises... so I, unfortunately, had to temporarily pull it.

There's still more to come for this game!
Found a bug?
Tell us on Discord