
Sharkbait
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Eat. Swim. Live.
How far can you survive in these procedurally generated ocean caves? Press E or Space to eat things.
Links
* HTML5(WebGL): dashingstrike.com/LudumDare/LD46
* Source Code: Jimbly/LD46-sharkbait
There is a high score tracker based primarily on depth / distance traveled from the spawn and XP level reached. The kinds of enemies which spawn continues to change up until Depth Level 20 (changes every 2 levels). You will have seen all enemies around a depth of 11.
Controls: Gamepad or WASD/Arrow Keys + E/Space/Enter
You can press Escape at any time to get to the menu, where you can disable the music. The music didn't turn out very good :(.
Screenshots:
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*Development Notes*
Tools Used
* Custom Engine: GLOV.js
* Mtn Dew
* Sprites in Piskel
* Image processing in Photoshop
* Sound Effects in Bfxr
* Music in Bosca Ceoil
* The PICO-8 color palette
* Fonts: 04b03
My plan was to do something fairly simple, and just polish the heck out of it, intending to spend a lot of time experimenting with some procedural music. Unfortunately, I spent way too much time on the sprites, and ended up with not enough time to make even mediocre music (though it is arranged procedurally). I'm quite happy with how the visuals turned out, but feel every other area could have used some more love.
I usually make very complex games, with a *lot* of text, and instructions, and tutorials. This time I decided to aim for using the absolute bare minimum of text (just the title screen!), and I do like how that turned out.
How far can you survive in these procedurally generated ocean caves? Press E or Space to eat things.
Links
* HTML5(WebGL): dashingstrike.com/LudumDare/LD46
* Source Code: Jimbly/LD46-sharkbait
There is a high score tracker based primarily on depth / distance traveled from the spawn and XP level reached. The kinds of enemies which spawn continues to change up until Depth Level 20 (changes every 2 levels). You will have seen all enemies around a depth of 11.
Controls: Gamepad or WASD/Arrow Keys + E/Space/Enter
You can press Escape at any time to get to the menu, where you can disable the music. The music didn't turn out very good :(.
Screenshots:
--
*Development Notes*
Tools Used
* Custom Engine: GLOV.js
* Mtn Dew
* Sprites in Piskel
* Image processing in Photoshop
* Sound Effects in Bfxr
* Music in Bosca Ceoil
* The PICO-8 color palette
* Fonts: 04b03
My plan was to do something fairly simple, and just polish the heck out of it, intending to spend a lot of time experimenting with some procedural music. Unfortunately, I spent way too much time on the sprites, and ended up with not enough time to make even mediocre music (though it is arranged procedurally). I'm quite happy with how the visuals turned out, but feel every other area could have used some more love.
I usually make very complex games, with a *lot* of text, and instructions, and tutorials. This time I decided to aim for using the absolute bare minimum of text (just the title screen!), and I do like how that turned out.