
Twinimalism
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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Oh my gosh!! O_o Another Ludum Dare bites the proverbial dust. Poor beast! It must be hungry...
Here's my entry, "Twinimalism". It basically boils down to this:
- 1st minimalism: control scheme. It's a one button game. And as the keyboard has lots of those little creeps, here's the one you should be keeping an eye (or better yet: a finger) on: the SPACE key. You can press the SPACE key to begin the game
- 2nd minimalism: game mechanics. Avoid incoming blocks by automatically moving from side to side. But here's the twist: you control two characters at once. One moves from side to side while the other stands still; when you press the SPACE key, they reverse their behaviour. It's easier to understand by playing it. Or if I was able to explain myself better. But my brain is kinda sluggish right now, you know... :P
- 3rd minimalism: graphics. Nope, no silly little monochrome blocks here - you'll find plenty of silly little fully colored blocks here. And the kind of Piet Mondrian-esque background that you'll get to HATE during the rating phase of this Ludum Dare. All of it made by hand, though - craftsmanship is a rare skill nowadays
- Blocks can only hurt you if they hit you from straight ahead. If your avatars hit a block from one of their sides, it only blocks (as that's what blocks do, right?) their movement
- Ok, I sort of lied about the one button thing. You can use the ESCAPE key to exit the game. And that, my fellow ludumdarers, is the reason the ESCAPE key will become the most beloved key on your keyboard. Even more than that gorgeous PrntScrn key!
- While you move around, you'll notice three things - well, at least some of you probably will:
1) You score points by simply "being". The longer you stay in the game, the more points you'll score per second
2) Your avatars swap positions from time to time, between 4 possible destinations. To keep things interesting
3) The little guys you move around slowly fade away from view... The horror!! If you pick up some ink (the little dark blotches that move towards you), though, they will recover part of their body mass. If, on the other hand, you stumble upon a water drop (the little light blotches that move towards you), the little fellas will get much more washed away. Fade completely away, and you'll lose one precious, precious life
And that's basically it, I think.
Oh, yes! Again, as I've got to regard as a sort of personal tradition of mine: no sound :P But that goes towards the overall rating of the game, as it's minimalistic design, too. Right? XD
Thanks for taking the time to try this game, and I hope you enjoy your probably brief yet surely confusing hands on with it.
Best of luck to everyone! :D
Made with GameMaker: Studio
29/04 - Uploaded a new, fixed version
Changelog:
- Changed the color of the 'Get Ready!' message, to make it easier to read. And so much prettier
- 'Get Ready!' message didn't show up in between lives. I guess it wasn't ready
- 'Level' wasn't showing on the HUD, either. Those messages are really shy!
- The 'Game Over' screen disappeared as soon as it was created if you happened to be pressing the SPACE key while one of your avatars died for the umpteenth time. So that was a likely scenario, as that's 50% of your job in this game - the other 50% being 'not' pressing the SPACE key
- Made the collision mask for the water drop somewhat smaller
- The present highscore wouldn't be saved if you let the timeout take you from the 'Game Over' screen to the Main Menu
30/04 - Uploaded yet another fixed version
Changelog:
- Highscores wouldn't be saved if you chose to play again after losing a game. And that, after a good run, sucks big time
Thanks to orgarus and Aleix for the bug hunting! :D
01/05 - Added Web version (HTML5)
Here's my entry, "Twinimalism". It basically boils down to this:
- 1st minimalism: control scheme. It's a one button game. And as the keyboard has lots of those little creeps, here's the one you should be keeping an eye (or better yet: a finger) on: the SPACE key. You can press the SPACE key to begin the game
- 2nd minimalism: game mechanics. Avoid incoming blocks by automatically moving from side to side. But here's the twist: you control two characters at once. One moves from side to side while the other stands still; when you press the SPACE key, they reverse their behaviour. It's easier to understand by playing it. Or if I was able to explain myself better. But my brain is kinda sluggish right now, you know... :P
- 3rd minimalism: graphics. Nope, no silly little monochrome blocks here - you'll find plenty of silly little fully colored blocks here. And the kind of Piet Mondrian-esque background that you'll get to HATE during the rating phase of this Ludum Dare. All of it made by hand, though - craftsmanship is a rare skill nowadays
- Blocks can only hurt you if they hit you from straight ahead. If your avatars hit a block from one of their sides, it only blocks (as that's what blocks do, right?) their movement
- Ok, I sort of lied about the one button thing. You can use the ESCAPE key to exit the game. And that, my fellow ludumdarers, is the reason the ESCAPE key will become the most beloved key on your keyboard. Even more than that gorgeous PrntScrn key!
- While you move around, you'll notice three things - well, at least some of you probably will:
1) You score points by simply "being". The longer you stay in the game, the more points you'll score per second
2) Your avatars swap positions from time to time, between 4 possible destinations. To keep things interesting
3) The little guys you move around slowly fade away from view... The horror!! If you pick up some ink (the little dark blotches that move towards you), though, they will recover part of their body mass. If, on the other hand, you stumble upon a water drop (the little light blotches that move towards you), the little fellas will get much more washed away. Fade completely away, and you'll lose one precious, precious life
And that's basically it, I think.
Oh, yes! Again, as I've got to regard as a sort of personal tradition of mine: no sound :P But that goes towards the overall rating of the game, as it's minimalistic design, too. Right? XD
Thanks for taking the time to try this game, and I hope you enjoy your probably brief yet surely confusing hands on with it.
Best of luck to everyone! :D
Made with GameMaker: Studio
29/04 - Uploaded a new, fixed version
Changelog:
- Changed the color of the 'Get Ready!' message, to make it easier to read. And so much prettier
- 'Get Ready!' message didn't show up in between lives. I guess it wasn't ready
- 'Level' wasn't showing on the HUD, either. Those messages are really shy!
- The 'Game Over' screen disappeared as soon as it was created if you happened to be pressing the SPACE key while one of your avatars died for the umpteenth time. So that was a likely scenario, as that's 50% of your job in this game - the other 50% being 'not' pressing the SPACE key
- Made the collision mask for the water drop somewhat smaller
- The present highscore wouldn't be saved if you let the timeout take you from the 'Game Over' screen to the Main Menu
30/04 - Uploaded yet another fixed version
Changelog:
- Highscores wouldn't be saved if you chose to play again after losing a game. And that, after a good run, sucks big time
Thanks to orgarus and Aleix for the bug hunting! :D
01/05 - Added Web version (HTML5)