April 2018 challenge: “Two worlds”

Through the Dark - Through the Dark

Posted by RicBin on 2018/04/22 01:10

GamePlay1


This is my game, the little red dot is the player and the objective is to reach the yellow square, but you are surronded by walls, as you can see in the image is impossible to reach the goal, but there is a way, you can turn off the light with the green square and this will change the the walls surronding you, the problem is that with the light off you can't see any thing, but don't worry you have a very special object that let you shot visible balls around you and this balls will bounce with the wall, showing you the way to the goal, but be careful you only have three shots, of course you can recharge with the blue square.


GamePlay2

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Through the Dark - Through the week

Posted by RicBin on 2018/04/22 00:55

The week is over and I managed to upload the game, however I feel it is not over yet.

What did he lack?

Music

Sound

A tutorial

Better graphics

Obstacles

Greater challenge

If you decide to play my game you may feel a little confused, since the game does a bad job explaining what to do, so you will have to read the 'Readme.txt' to understand what to do, on the other hand it does not have many levels so the game is more to demonstrate the concept, which in my opinion was very interesting and I hope you feel the same, i have to add more to be able to call it a game.

Things I thought about adding: different types of shots, which are differentiated in the time of dissipation and color, enemies, graphics, levels, music and sound, but that will be for another occasion.


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Vektor Things - I'm quite insane in the membrane

Posted by fydmyster on 2018/04/22 00:30

ScreenshotSo guess what I do on the final day of the challenge?
I scrap the entire game I've had so far. So if you like platformers, too bad :(
I tried to salvage it but I just wasn't getting anywhere with the design. That's why you can't build a game simply on polished effects alone. Anyway, so today I wrote up the little thing where you control two blips on the screen simultaneously and stuff. Simple as that.
Tried to get it to look like a game as much as could. Have fun playing at the super low resolution I programmed it in. Didn't get an opportunity to implement other screen sizes. Consider it an artistic choice if you may and soak in that retro nostalgia ;D

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Shuttle - Finally finished

Posted by chrisyan2000 on 2018/04/22 00:10

I ran into some problems when compiling, annnnnnnd I submitted at 9:02, hopefully it counts.


I guess 2min doesn't really matter?

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Otherworlder - Game uploaded

Posted by Cosmologicon on 2018/04/21 23:56

Download Otherworlder here


Let me know here if you encounter any bugs. Thanks!

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Contrast - Stage 6: DONE!

Posted by Pygasm on 2018/04/21 23:42

All files uploaded 22 minutes to end! Got the last levels done, polished mechanics, fixed some random bugs that popped out, and pushed everything up to github and uploaded the 118mb .zip! phew!

Now, enjoy the RGB Sphere.


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Rogue: Through The Veil - Rogue: Through The Veil, complete

Posted by PaulBrownMagic on 2018/04/21 23:28

Well, it's a last hour submission from me. I've being trying to chase down a segmentation fault bug. I think I've got it by isolating the calls to tcod, which uses C, and reducing the tcod functions I used.

So it's got everything I wanted when I set out to do this challenge. It's not complete, but it is what I hoped to achieve in a week. It has maps with different numbers of rooms, mazes and blocked passages/ hidden doors that have to be searched for. It has monsters that can drain hp, xp, armour and strength; lure the player; hide; and regen hp. It has wands, potions, scrolls, weapons, projectiles, armour and traps. Names of potions, scrolls and wands are obfuscated until identified, or used in the case of potions and scrolls. It has hunger, permadeath, and additional monster spawns every 80 moves or so.  The player regens hp, can level up with xp, and has a changeable level of strength, which can effect the outcome of combat.

I say it's not complete because I am still going to keep developing this game, there's additional features I'd like to add, such as rings, as well as playing with the transitions between the worlds. I'd also like to develop the monsters further, adding more specialist behaviours and perhaps changing some around.

Enjoy the game, but I wouldn't expect to win it. To get a feel for it you'll need to play it a few times, it's quite possible to play through a good number of levels without reaching the magic world. It's also possible to load the game, make just a couple of moves and walk into a trap throwing you there immediately. Magic world has better loot and harder monsters. To win the game, you'll probably need the loot from the magic world. Let me know how you do, if you find any bugs, what you think of it, and any ideas you have.

Rogue: Through The Veil, The End

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sorry no time this week - i give up

Posted by Buffalo974 on 2018/04/21 22:46

sorry, no time this week

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Parallel - Day 8 - "An unforgettable luncheon"

Posted by OrionDark7 on 2018/04/21 22:44

"Ah, Superintendent Chalmers, welcome! I hope you're prepared for an unforgettable luncheon!" -Seymour Skinner, The Simpsons, S7 E21


Well, I'm all done! I finished the last three levels, added some major refinements to the game, and I sent it on it's way. And this time, I didn't turn in my entry at 23:15, so I did better by about 30 minutes. This week was an "unforgettable luncheon" indeed (If you've ever heard of the meme Steamed Hams, then you'd know what I'm talking about.).


I'm going to compile this for OS X and Windows, and then Crash on the couch for 12 hours.

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Journey To The Underworld - Fine-tuning stage

Posted by prof_craven on 2018/04/21 20:21

I have an entry. I just keep trying to fine-tune it. Overall, reasonably pleased how it turned out.





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