I'm really sorry, I know that this game is full of bugs, this is my first Ludum Dare and I figured out I still need time to do something playable. I hope you will enjoy the idea
I used: GIMP SDL Visual Studio Express Anvil Studio
Nice attempt, I like the idea of picking your own movement options. Too bad that you didn't manage to make it more complete. I hope you learnt something from the experience and better luck next time.
I like the overall concept of choosing a single skill to take into a level. As others have said, this has more innovative features than a lot of the games on here even if it is a bit rough around the edges!
Very fine first game. It's simple, I like the font, I like the fact that you get to try different controls (mouse, click, keyboard, drag & drop). I tried all the different paths.
The only thing I'd say you could improve next time is.. make it so if they're already holding right and then jump, they will jump right, rather than having to press up and then press right.
Also on the teleport level it wasn't immediately obvious to me to use the mouse.
But other than that, cool first entry. Don't stop trying, keep going until you're awesome!
At first: congratulations for making your first game. The underlying concept (choosing one skill) is clever. Why not continue working on it in terms of a post-compo version?
Interesting game for your first try. The controls could've been a lot more polished as others have said. The game could've also been longer and have more variety, but I understand that the time limit can be quite severe.
Maybe you should try with a "lighter" setup next time? SDL (+C++?) isn't the easiest option for Ludum Dare after all!
Very nice work for a first game, even though it's really short.
The music is quite "meh" but it wasn't particularly grating either. Perhaps I should write an autotracker for that kind of music.
Also, using 64-bit FreeBSD here, and the Windows version runs without issues. With a little bit of tinkering, I managed to get this to build natively and run without issues.
Three things you need to note in future (no, you won't be "marked down" for these, it just makes your game easier to port): 1. Please, if you use SDL 2.0, say SDL2. "SDL" on its own refers to SDL 1.2 in most peoples' minds, which then makes people like me 2. If you need to #include something in a subdirectory, use e.g. "SDL/SDL_image.h", NOT "SDL\SDL_image.h" - the latter ONLY works on Windows, while the former works absolutely everywhere and is the ONLY standard path separator. 3. As far as I'm concerned, this isn't valid C++: SDL_RenderFillRect(ren,&rm.getRect());
Use this instead: SDL_Rect r = rm.getRect(); SDL_RenderFillRect(ren,&r);
Comments30
(zlib fixed :))
One of the more innovative games I have played so far, plus it was pretty funny, well done. :)
The only thing I'd say you could improve next time is.. make it so if they're already holding right and then jump, they will jump right, rather than having to press up and then press right.
Also on the teleport level it wasn't immediately obvious to me to use the mouse.
But other than that, cool first entry. Don't stop trying, keep going until you're awesome!
Maybe you should try with a "lighter" setup next time? SDL (+C++?) isn't the easiest option for Ludum Dare after all!
The music is quite "meh" but it wasn't particularly grating either. Perhaps I should write an autotracker for that kind of music.
Also, using 64-bit FreeBSD here, and the Windows version runs without issues. With a little bit of tinkering, I managed to get this to build natively and run without issues.
Three things you need to note in future (no, you won't be "marked down" for these, it just makes your game easier to port):
1. Please, if you use SDL 2.0, say SDL2. "SDL" on its own refers to SDL 1.2 in most peoples' minds, which then makes people like me
2. If you need to #include something in a subdirectory, use e.g. "SDL/SDL_image.h", NOT "SDL\SDL_image.h" - the latter ONLY works on Windows, while the former works absolutely everywhere and is the ONLY standard path separator.
3. As far as I'm concerned, this isn't valid C++:
SDL_RenderFillRect(ren,&rm.getRect());
Use this instead:
SDL_Rect r = rm.getRect();
SDL_RenderFillRect(ren,&r);