Well, it’s not an official entry, since it’s way too late. You can see what I was trying to achieve here and here. Essentially, I was attempting to entertain myself in the boring parts of a plane flight from Rome to Melbourne, via Hong Kong, by making my Ludum Dare entry. Various problems, mainly to do with finding working laptop power, prevented me from submitting it by the deadline.
This is the product of about two laptop battery charges (~2.5 hours), and one hour to polish, fix the odd bug and package .. so in total it’s about a ~6 hour game. It’s based on the garbage compactor scene from a particular space opera that had it’s heyday in the late 70’s and early 80’s. You could imagine it was one of the ideas that was considered, then discarded, before the early arcade developers went “Nah, we should do a 3D X-Wing game with vector graphics. That would be much cooler”.
You are the (inexplicably) green hero. You play with the arrow keys. You move bits of junk (grey) such that you can jam the compactor before it crushes you. Some bits of junk (white), are too large to move. There is only one level and no sound.
Play it here(Java applet, requires the Java plugin that you most likely already have installed).
I made a Towlr. It’s a puzzle. It comes to you without instruction and without explanation. Discover their secret for a delicious reward. It is possible. You may become frustrated. You may even have a minor hissy fit. This is quite normal.
(Thanks to Mike Kasprzak of Sykhronics Entertainment for hosting this monstrosity. Respect to the other Fathers and Mothers of Towlr’s)
After my LD #11 ‘Minimalist’ entry was voted “most innovative” game, I’ve been trying to pride myself as “that guy that makes innovative games”. So I thought long and hard about the theme for LD #13, “Roads”, trying to come up with something innovative. But the creative juices just weren’t flowing, and it didn’t happen (I’d also just bought Shaun White Snowboarding: Road Trip for Wii, which was taking time away from ‘designing time’). After 12 hours, with no good ideas for a game I was actually enthused about making, I decided to make a simple Frogger clone – at least this way I could hone my Processing skills, and learn the ins-and-outs of Mobile Processing.
Some thoughts about developing for mobile devices
Turns out there is a whole “other world” of mobile development that I just hadn’t really thought all that hard about. Continue reading…