October 2014 challenge: “One Room”

Escape from room - Fail??? or not???

Posted by knowledge on 2014/10/13 14:19

So I didn't upload my game here, I forgot

Please play my game and rate it.

So my next Game Jam will be 96h Game Jam with rules (I made it) so if you want to make some games (it's experimental).

In your mind imagine me and throw brick on me!
Or piano.

Or Statue of Liberty

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Forked_Tail_PW19 - sadly our first DNS

Posted by ilseppia on 2014/10/13 07:50

Unfortunately we weren't able to carve out some time in the week to work a game :( So we didn't started it at all. I hope at least to have time to play and rate other games in the next days. See you next year.

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Vixelli's Adventure - ehh...

Posted by cbrocGames on 2014/10/13 01:51

The game turned out ok but still kind of ehh. P.S. Sorry if a severe graphical glitch that I didn't have time(or patience) to fix makes the game unplayable. I like to call it the earthquake bug.

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Soul Trip - Here's what's up.

Posted by paperstarships on 2014/10/13 00:01

Gameplay:

  • You've been selected to be sacrificed to the gods! Sacrifices take place in one very tall room, with the assistance of the community mystics. Let yourself be taken to the heavens, or collect life force and return to Earth.

  • Grab the orbs representing your life force to fill up the bar on the left. Once your life force is full, your ghost will return to your body (to the awe and dismay of the mystic).

  • Avoid the incantations - the mystics want your soul to reach the gods and they have the incantations to make your journey to the next world that much faster. Each incantation will lower the bar on the left, draining your life force.

  • Your ghost will become pale with each hit, and momentarily become more opaque as you collect life force.

    Screenshots:







    2 comments

    Darkroom - Updated my final entry

    Posted by grummi on 2014/10/12 21:21

    I just noticed that my final entry didn't contain the latest readme file. I uploaded another version with the correct readme.

    I used this opportunity to also include the six library that is used by the PyTMX library by bitcraft. Initially it was another dependency Windows users had to satisfy (I didn't have to install it on my linux machine).

    The game itself didn't change at all. If the game already worked for you, you don't need to redownload it.
    I didn't even fix an error in the help screen my friend told me about. That would be cheating. And that is terrible! ;) (Warning: Link leads to TVTropes! Open at your own risk!)

    I also updated the description of the game to include the requirements.

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    Dojo - Submission

    Posted by vxgmichel on 2014/10/12 21:08

    I eventually managed to submit it on time!

    So here are a few things about the game:
    • Since it's a versus fighting game, you need to be two players.
    • The characters can't walk, run or hit, only jump.
    • If they touch a wall or the ceiling, they'll automatically grab it.
    • In a given position, 4 types of directions are available:
      • Jump at 0 degree
      • Jump at - 45 degrees
      • Jump at + 45 degrees
      • Or let yourself down
    • It is possible to jump higher by keeping the button pressed
    • A player is considered KO when he's hit by the legs of the attacking player.
    • When players jump onto each other, they bounce.
    • To start a new match, reset by pressing "R".
    • Counters on the wall keep track of the score.
    • Controllers are supported (reset to detect new controllers).

    I hope you'll have fun!

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    Lightswitch - Quantity over quality

    Posted by cyhawk on 2014/10/12 19:56

    The game includes 1616 drawings. Almost all are of fish, flowers, or disfigured stick figures.

    (These are, unfortunately, not even representative of the overall quality.)

    I wrote a simple drawing program for this massive amount of art, because I wanted to be able to:

    • Record the timing of the strokes.
    • Jump to the next word with one key press.
    • See the Wikipedia entry for the subject.

    You can check out the drawing program and other marvels in our GitHub repo.

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    One Room - Wrap Up!

    Posted by daftspaniel on 2014/10/12 19:48

    Well it has been quite fun and I managed to bring most of the ideas to life despite losing a day. Sad not to have another monster and not to have a high score table but glad I have added gamepad support to one of my games. The game is very simple - takes a lot from Crystal Castle and Q-bert. I like the idea of the user changing the screen in those games either cubes changing colour or picking up dots. The code is not too bad though could be heavily optimised in parts.

    Hope it is fun!

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    Lightswitch - Minimal design, maximal speed

    Posted by cyhawk on 2014/10/12 18:42

    While everyone else in PyWeek has complete mastery of design scope and time management, we often run into trouble with at least one of these. Not this time though! We tentatively agreed on a design on Thursday. I wrote a custom drawing program on Friday and spent most of Saturday drawing pictures. In the evening Alex wrote the first lines of what would become the game.

    I thought we only had 4 hours left, so I decided to help out and write the game logic. (The dozen lines or so that implement our humble design.) It turned out the timezones were on our side and we actually had 6 hours until the end. Chris and Andras were surprised to learn that we were actually participating, but were quick to join the effort. With all this we were able to add "luxury" features, such as a victory condition and sound effects.

    Time to check out everyone else's games now!

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    VROOM41 - Judges - What to expect

    Posted by gummbum on 2014/10/12 17:48

    The game should take 15-20 minutes to complete in its default configuration. This, of course, will depend on your skill, prudence, patience, how many nighttime missions you have to endure, whether you respect the cutters, how many cutter packs you get stuck in, whether you will fight with dogged persistence for your customers or abandon them and make a run for it, and how many times boss sends you back out to meet his quota. It took me 20 minutes with two nighttime missions, and a couple run-ins with cutter packs where I lost all and really had to fight for it.

    There are seven levels of increasing difficulty in the default configuration. If you prefer a shorter game, edit settings.py and remove some of the digits from the PICK_LEVELS list. The higher digits are the more difficult levels.

    If you want to play the nighttime missions but the darkness effect is too dark for your monitor or eyes, edit settings.py and increase SUN_RISE_AND_SET_MIN from the default of 0.15 to (guessing) 0.5. You can experiment to find the right level of darkness to challenge you by pressing in-game the "0" key to make it night and "1" to make it day.

    There is an undocumented key control in-game which was added late so I could take a screeshot for the Pyweek project page: RETURN key. The screenshot is placed in the game root directory, named screen-MMSS.png, where MMSS is the time in minutes and seconds. Not sure how we can post our screenshots, but that would be fun for those with really beefy decks who can run user-designed insanity levels. :)

    If you have played enough and can't finish the game, you can still see the ending. Edit settings.py and change TEST_END_GAME to True. Start the game and Play. The game will then skip to the end.

    Cheating is subtly mentioned on the Instructions screen in the game, and bears repeating here. Cheaters and tweakers can look in README.txt for hints and tips on cheating.

    I hope you have as much fun playing as we had making this game.

    Gumm :)

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