Ludum Dare #26compo
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This is a game that was very much inspired by the game VVVVVV.
A = Move left
D = Move right
S = Crouch
E = Use (Only works on the portal when it's activated)
And some more keys that i'd rather not spoil, the game will tell you these keys when it's time.
The game does have custom levels implemented, but it might be a bit complicated for some due to the way it loads levels.
First of all, to make a custom level you need to go to the folder with the game, and then into the "levels" folder. Here you need to create 3 files, and they have to be named properly like this:
<levelname>.png
<levelname>ents.png
<levelname>back.png
replace <levelname> with the name of your level.
<levelname>.png handles normal tiles that you collide with.
<levelname>ents.png handles entities.
<levelname>back.png handles the background tiles.
Each color on these images represents a different tile or entity, you can find the list right here:
http://puu.sh/2Jb1e.txt
It might look a bit complicated for some, but i'll try to explain it. On the spikes, the Blue value in the color represents the rotation. 75 is 90 degrees, and 225 is 270 degrees.
On the lasers however, x represents how far the laser will go. This is calculated by multiplying the length you want the laser to go by 10. Horizontal lasers always go to the right when added. Vertical lasers always goes down when added.
The y value represents the bounds of the laser. 230 is 2 blocks, 240 is 3 blocks and so on.
The elevator is the same as the lasers.
I hope you understand all of this! Have fun!
XNA Framework 4
.Net Framework 4.5
Instructions
W / Space = JumpA = Move left
D = Move right
S = Crouch
E = Use (Only works on the portal when it's activated)
And some more keys that i'd rather not spoil, the game will tell you these keys when it's time.
The game does have custom levels implemented, but it might be a bit complicated for some due to the way it loads levels.
First of all, to make a custom level you need to go to the folder with the game, and then into the "levels" folder. Here you need to create 3 files, and they have to be named properly like this:
<levelname>.png
<levelname>ents.png
<levelname>back.png
replace <levelname> with the name of your level.
<levelname>.png handles normal tiles that you collide with.
<levelname>ents.png handles entities.
<levelname>back.png handles the background tiles.
Each color on these images represents a different tile or entity, you can find the list right here:
http://puu.sh/2Jb1e.txt
It might look a bit complicated for some, but i'll try to explain it. On the spikes, the Blue value in the color represents the rotation. 75 is 90 degrees, and 225 is 270 degrees.
On the lasers however, x represents how far the laser will go. This is calculated by multiplying the length you want the laser to go by 10. Horizontal lasers always go to the right when added. Vertical lasers always goes down when added.
The y value represents the bounds of the laser. 230 is 2 blocks, 240 is 3 blocks and so on.
The elevator is the same as the lasers.
I hope you understand all of this! Have fun!
Requirements
XNA Framework 4
.Net Framework 4.5
Comments16

Colisan29 Apr 2013, 14:42
First impression : Wow, cool graphisms, and the music remind me of Zelda on GBC :D
Second impression : Guy, this is way too hard, the gravity is too strong ! You die before reaching the spikes !
Third impression : A cube ?! I MUST get the others.
Fourth impression : Okay, I just finished the game... Very good game ! Congratulations (but the gravity is definitly too much strong)
Second impression : Guy, this is way too hard, the gravity is too strong ! You die before reaching the spikes !
Third impression : A cube ?! I MUST get the others.
Fourth impression : Okay, I just finished the game... Very good game ! Congratulations (but the gravity is definitly too much strong)

Metamist30 Apr 2013, 17:59
@LrdKzrth Which OS are you using? Also make sure you have the latest version of XNA Framework (4.0) and .Net Framework (4.5), maybe try to reinstall them. I've never encountered this error so i'm not really sure what's wrong. It's definately not the code, it's something on your end :/
@Colisan, Thanks! Now that I think about, I can agree on the gravity part, I didn't have very much time to test the game enough because I was short on time in the end.
@Colisan, Thanks! Now that I think about, I can agree on the gravity part, I didn't have very much time to test the game enough because I was short on time in the end.

Alex Rose1 May 2013, 13:03
I really love the look at feel of the game. It is, indeed, very VVVVVV esque. It's insanely hard though. I can't figure out where to go at all - I get stuck everywhere I try. Any tips?
HelkeGames1 May 2013, 13:11
Nice game like the concept! well done :D
Salamander31 May 2013, 13:18
Great little platformer, feels huge for a game made in 48 hours, I'm impressed. Agreed with earlier comments though, the gravity is too strong. Not sure where the theme is in this, but as a game it's very enjoyable, good job.
tiffi1 May 2013, 13:23
ok its very vvvvv like, but really fun to play. It's a bit hard though and the hit detection of the spikes isn perfekt. I like it. +1 for the death counter
xandy1 May 2013, 13:31
i like the mood of the game but it was way too hard. didn't get to any checkpoint other than the first 2 :(
berareu1 May 2013, 13:33
Wow, I don't even know how I managed to finish it! It's very good and sooo hard! The spikes could be a little more forgiving, they're so frustrating :P
SuperlevelSebastian1 May 2013, 13:46
Doesn't work for my Win XP (32bit) laptop. :(

HuvaaKoodia1 May 2013, 14:56
It's a competent platformer especially for a 48h job, but it has no original ideas of it's own, which is a shame.
Also:
-I found the music to be quite annoying and there was no mute in game.
-The first additional mechanic should reset every time you touch ground rather than after a timer, I think.
-Respawning could be manual, rather than automatic, so that one would get a better idea of what the character just smashed into.
-I think I found a potato as well.
Also:
-I found the music to be quite annoying and there was no mute in game.
-The first additional mechanic should reset every time you touch ground rather than after a timer, I think.
-Respawning could be manual, rather than automatic, so that one would get a better idea of what the character just smashed into.
-I think I found a potato as well.

Dir3kt1 May 2013, 17:22
Very nice entry, really hard for those that didn't played hardcore platformers like me. I got the first cube but gave up on finding the other ones. I might come back to your game a few times though :)
I felt the hitbox was a unfair sometime I don't know if this was on purpose.
I felt the hitbox was a unfair sometime I don't know if this was on purpose.
dem01 May 2013, 17:49
I got stuck in the upper and right routes and only got the orb from the lower route. It is really really hard, the gravity should be lighter and the character perhaps a little smaller so there could be a little more room. Nice game, overall.

Metamist3 May 2013, 17:00
The hitboxes are as perfect as they can be when it comes to rectangle bounds, it's just the human brain making you think it's weird due to the strong gravity. I noticed this too but never got the time to change gravity and possibly redesign the level due to the gravity change.
I know I should have told you all this, but in order to go past the lower right spikes, you need to get 2 cubes and unlock the air dash ability (lower left and upper left paths). I also didn't get time to do the respawning stuff, but I was going to. I only had about 20 minutes after the level design + main menu was done.
And the potato was an easter egg :)
I know I should have told you all this, but in order to go past the lower right spikes, you need to get 2 cubes and unlock the air dash ability (lower left and upper left paths). I also didn't get time to do the respawning stuff, but I was going to. I only had about 20 minutes after the level design + main menu was done.
And the potato was an easter egg :)

Pixelfan Games3 May 2013, 23:27
Funny game, i like it

MinionStudios10 May 2013, 17:45
Fun and really difficult. Unforgiving controls make me feel like I suck. Which I do.


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