
Spatium Secondorum Decem
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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Spatium Secondorum Decem (10 Second Room)
By Gareth Williams (@garethiw) and Paul Yendley (@gredgie)
What is this place? How do I get out? A voxel-based fight-em-up(?!) that takes place in a maze of randomly-generated rooms. Every ten seconds something weird happens...
Needs a reasonably beefy PC until I can sort out some optimization.
Most of the initial bugs have been fixed. There were a lot of things we didn't get a chance to add. A pause option would have been nice. Theres a lot that we wanted to do with the sword combat that we didn't get around to. There's a lot of missing sound effects. Maybe scope for a post-Jam build.
If you encounter a problem, please leave a bug report with as much info as possible, and check back for a fix! We will rate the games of everyone that leaves a message!
Windows:
Should run on XP SP3+. Might possibly need OpenAL installed if it fails to run. I've included the OpenAL redist installer.
If you are unable to run the Windows version, please try the Windows (XNA) version. I have included the XNA redist installer if you don't already have the XNA libs installed.
Linux:
This has been tested on Linux Mint 14 (Cinnamon), you may need to install libSDL-mixer (sudo apt install libsdl-mixer1.2). Run SpatiumSecondorumDecem.sh. If no joy, run from a terminal (mono SpatiumSecondorumDecem.exe) and copy/paste the output into a comment.
Mac:
Special thanks to James (@jhetfield) for the OSX port. Again, if you have issues then leave a comment and we'll try to work it out.
Tools used:
C#/XNA/Monogame
A voxel engine I've been working on for a few weeks (currently closed-source, to be open in future)
Photoshop
Audition
Sound effects from Freesound
As it's not entirely obvious in-game... there is a win condition! You simply need to clear out all the rooms. The game will make it obvious when you have done so...
UPDATE: Now with post-compo/1GAM build. Made the combat a ton better, implemented missing sound effects, made the goal more obvious and added pause when the game loses focus. Grab it from my blog via the Post-compo link!
By Gareth Williams (@garethiw) and Paul Yendley (@gredgie)
What is this place? How do I get out? A voxel-based fight-em-up(?!) that takes place in a maze of randomly-generated rooms. Every ten seconds something weird happens...
Needs a reasonably beefy PC until I can sort out some optimization.
Most of the initial bugs have been fixed. There were a lot of things we didn't get a chance to add. A pause option would have been nice. Theres a lot that we wanted to do with the sword combat that we didn't get around to. There's a lot of missing sound effects. Maybe scope for a post-Jam build.
If you encounter a problem, please leave a bug report with as much info as possible, and check back for a fix! We will rate the games of everyone that leaves a message!
Windows:
Should run on XP SP3+. Might possibly need OpenAL installed if it fails to run. I've included the OpenAL redist installer.
If you are unable to run the Windows version, please try the Windows (XNA) version. I have included the XNA redist installer if you don't already have the XNA libs installed.
Linux:
This has been tested on Linux Mint 14 (Cinnamon), you may need to install libSDL-mixer (sudo apt install libsdl-mixer1.2). Run SpatiumSecondorumDecem.sh. If no joy, run from a terminal (mono SpatiumSecondorumDecem.exe) and copy/paste the output into a comment.
Mac:
Special thanks to James (@jhetfield) for the OSX port. Again, if you have issues then leave a comment and we'll try to work it out.
Tools used:
C#/XNA/Monogame
A voxel engine I've been working on for a few weeks (currently closed-source, to be open in future)
Photoshop
Audition
Sound effects from Freesound
As it's not entirely obvious in-game... there is a win condition! You simply need to clear out all the rooms. The game will make it obvious when you have done so...
UPDATE: Now with post-compo/1GAM build. Made the combat a ton better, implemented missing sound effects, made the goal more obvious and added pause when the game loses focus. Grab it from my blog via the Post-compo link!