Seven Squared
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
Welcome Ludum Dare browsers! If you're looking for something good or fulfilling, please move on. ^\_^
This was more intended as a tech learning experience than it was an attempt to make a good game, and I wasn't really expecting to finish. Mostly I wanted to play with some Web technology that I hadn't really gotten the chance to dig into before. I only achieved part of that, even, because I ran into too many problems with my build setup—and I wasn't starting with an engine or anything, either…
This falls into the theme-interpretation category of “everyone likes reactors, right?”. The intent was to make an ad-hoc multiplayer experience where the central energy field thingy fluctuates and has a tendency to destabilize toward the edge of the containment circle and cause Problems (if you've ever seen the Stargate Atlantis episode “Trinity”, kind of inspired by that). In order to avoid this, you move around the edge of the circle with the left and right arrows, and push or pull on the red field node with the up and down arrows. (Click the game canvas to focus it first!) The way I got the engine to work is mildly interesting, but probably only to me—and it's fixed-rate physics with no graphics interpolation, so it's jerky motion, but it keeps a solid 10 tps at least. And single-player-only, which is the biggest disappointment to me. (Yes, I know how difficult networked games can be.)
Missed opportunity that I only just realized as I was typing this: I did not make any of the Web stuff with React. Not even a little bit.
Maybe I'll turn this into something more later! Maybe not.
This was more intended as a tech learning experience than it was an attempt to make a good game, and I wasn't really expecting to finish. Mostly I wanted to play with some Web technology that I hadn't really gotten the chance to dig into before. I only achieved part of that, even, because I ran into too many problems with my build setup—and I wasn't starting with an engine or anything, either…
This falls into the theme-interpretation category of “everyone likes reactors, right?”. The intent was to make an ad-hoc multiplayer experience where the central energy field thingy fluctuates and has a tendency to destabilize toward the edge of the containment circle and cause Problems (if you've ever seen the Stargate Atlantis episode “Trinity”, kind of inspired by that). In order to avoid this, you move around the edge of the circle with the left and right arrows, and push or pull on the red field node with the up and down arrows. (Click the game canvas to focus it first!) The way I got the engine to work is mildly interesting, but probably only to me—and it's fixed-rate physics with no graphics interpolation, so it's jerky motion, but it keeps a solid 10 tps at least. And single-player-only, which is the biggest disappointment to me. (Yes, I know how difficult networked games can be.)
Missed opportunity that I only just realized as I was typing this: I did not make any of the Web stuff with React. Not even a little bit.
Maybe I'll turn this into something more later! Maybe not.