
Dark World
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 a twist on the classic platforming formula from the enemies perspective. Basically I tried to create a crude copy of super mario bros where the player is forced into being the villain.
I also wanted to experiment with mixing normal mapping and shadows with pixel art. The platforming mechanics themselves are pretty rough but that isn't really the point. Also it will automatically save at points along the way and its a pretty short level though there are a few difficulty peaks.
Use WASD to control your character. Mouse aims the light. After you get the hat you can shoot by pressing left mouse. You can toggle fullscreen with alt-enter. XBox 360 controllers and snes style gamepads are also supported.
If you want to play around a little with the engine you can bring up the debug console with ~ or toggle edit mode with F4.
Textures made using GIMP.
Sound effects were are all done with SFXR.
Music was generated with wolfram tones and tweaked a bit.
I put up a link to a enhanced post-compo version with some bug fixes, visual tweaks, and overall improved gameplay for those who aren't judging or if you are struggling with some gameplay issues in the 48 hour version.
If you get a missing DLL message try updating DirectX.
I also wanted to experiment with mixing normal mapping and shadows with pixel art. The platforming mechanics themselves are pretty rough but that isn't really the point. Also it will automatically save at points along the way and its a pretty short level though there are a few difficulty peaks.
Use WASD to control your character. Mouse aims the light. After you get the hat you can shoot by pressing left mouse. You can toggle fullscreen with alt-enter. XBox 360 controllers and snes style gamepads are also supported.
If you want to play around a little with the engine you can bring up the debug console with ~ or toggle edit mode with F4.
Textures made using GIMP.
Sound effects were are all done with SFXR.
Music was generated with wolfram tones and tweaked a bit.
I put up a link to a enhanced post-compo version with some bug fixes, visual tweaks, and overall improved gameplay for those who aren't judging or if you are struggling with some gameplay issues in the 48 hour version.
If you get a missing DLL message try updating DirectX.