Sequence Initiated

Sequence Initiated

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
coolness: 0.80
fun: 2.18
graphics: 2.84
humor: 2.11
innovation: 3.18
mood: 2.40
overall: 2.70
theme: 3.31
THE BASICS

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Initiate that sequence. Try it on mobile. Landscape mode, please.

Simulated control experience. Solo jam entry. Built with javascript, CraftyJS, jQuery, Underscore.js, Modernizr, and Zynga's Viewporter (which didn't work).

I've wanted to make something like this for a long time. Inspired by Steel Battalion's vertical tank startup sequence. Other influences include the Artemis starship bridge simulator and the skeuomorphtastic Spaceteam for iOS.

I ran out of time, unsurprisingly. I did manage to put together three levels that show the kind of experience I was going for. I had another 6 levels planned on paper, but getting each widget working took so long that I wasn't able to see them through.

OTHER THOUGHTS

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I'm super-interested in second-screen gaming, where a phone or tablet acts as an additional screen for a game played on PC or consoles. Now that I have a library of these widgets, I'd like to use them to build networked control surfaces for future games. Everything's web-based, so it should run anywhere (tested on Android phones and tablets).

In my opinion, the awful Kinect Steel Battalion: Heavy Armor for Xbox 360 should've used a bring-your-own-device touchscreen, turning your tablet into the manifold switches and buttons of the original game. Microsoft has a first-party second-screen system available for Win Mobile, Android, and iOS called Smart Glass. It integrates with the 360. Skull-achingly unrealized potential, that.

No sound because my laptop has one of those awful single-shared-jack audio ports and my backup USB sound device failed to work with my microphone when I was jamming at the Run Jump Dev meetup. Alas.

ENTROPY LEVEL WALKTHROUGH

====================

I think absolutely nobody understands the third level with the "Entropy" switches, which is a design failure (and lack of playtesting) on my part. Good call, guys.

The idea is that the two switches in the left column provide "base" power, but that isn't quite enough to get the system ready for launch. The switches in the "entropy" column add a little random jitter to the power base, sometimes up, sometimes down. You just have to wait until the system has enough power to launch and hit the button while it's unlocked.

...

Thanks so much for having a look. You all are just lovely people. I can't wait to jam with you again. <3
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