Compo version: Pong on acid. Hopefully the very worst, most unplayable, most vomit inducing pong clone ever.
Postcompo version: Pong on acider. Redid the mechanics using Box2D for the science, adding pistons to the paddles. Also particle effects. Also got rid of the awful music. Also the AI is a lot more interesting to play against now. It's almost not-sucky, but it's EVEN HARDER to stomach now.
Controls on first version: Up/Down Controls on second version : Up/Down, Right to fire piston.
It's hard when you're not able to see your paddle. I have a 4:3 resolution by the way, dunno if this game is optimized for wide screens... Other than that, it's really nice.
Trippy! Did you do anything special to get the glow around the ball + paddle?
Nice image effect on the background too - which was it?
Gonna check out the post compo version. I love it when simple games are cloned but taken to crazy levels of juice & polish :) shows how much of that stuff really contributes to a game's enjoyment.
The background is just an image that I'm rotating, then the whole thing goes through a few postprocessing passes which add bloom, the distortion effect and scanlines.
For the post-compo version, various elements are rendered in a 'glow' pass which basically just blurs them a bit then adds that composites that back in with an additive blend. I kinda love playing with render to texture :)
uuuh, vertigooo. The post compo is even more trippier. Pretty hard to play! I really liked the music, it had a dreamy moviesque quality, but it is really the first 20-30 secs with the vibraphone that fit better to the more scaled back theme.
Quite the trippy game. Very well made. I included it in 5 of my Mini LD #58 compilation video series, if you would like to take a look :) https://youtu.be/SamNaLtSiSA
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Other than that, it's really nice.
Exceedingly tough to play!
Enjoyed it!
Nice image effect on the background too - which was it?
Gonna check out the post compo version. I love it when simple games are cloned but taken to crazy levels of juice & polish :) shows how much of that stuff really contributes to a game's enjoyment.
For the post-compo version, various elements are rendered in a 'glow' pass which basically just blurs them a bit then adds that composites that back in with an additive blend. I kinda love playing with render to texture :)