Thanks for playing!
Being able to push through clouds either by dashing or sheer determination is actually a totally intentional part of the game and it has indeed been balanced around it.
Ah ok, no bugs then it looks correct to me. I’ll take into account that the minimap might be too small for future updates. Nothing is getting cutoff that I can see, did you notice that the world wraps around the x axis? The stuff on the left is actually from the right side of the maze being drawn as “ghosts”. The maze generator will create connections between sides too so it can be useful to take advantage of
Thanks for sharing the screenshot and thanks for playing!
Could you share a screenshot regarding the map being offscreen? Discord preferred but here is OK too if you’re not there.
Regarding the clouds… “that’s not a bug that’s a feature” ;). I probably shouldn’t give that away already because it was meant to be a secret mechanic and I wanted to see how many people discovered it. But maybe it’s OK because the game is actually more fun and much easier when you figure it out. It’s been somewhat balanced for it too as there’s a trade off in speed and vulnerability to birds
First, congrats on shipping a tiny game!
Looks like you used BlitzBasic
I was definitely amused by the art and music
I’m sure you’re aware collision detection is a bit glitchy. There’s a few other bugs too, but the game is indeed completable.
Also the game speed seems tied to refresh rate. It ran too fast on my 165hz monitor.
What would be really appreciated is a way to quit the game before the ending without having to kill it in the Task Manager
Below are links to tutorials that take a deep dive into making things boingy. They are sorted from simple to complex so be prepared for some heavy duty math as you get near the bottom. If you want help with maths stuff, come see us on the DragonRuby Discord and head for the #math-physics channel.
Tutorials
Build a simple 2D physics engine for JavaScript games https://developer.ibm.com/tutorials/wa-build2dphysicsengine/
Collision Detection and Response https://www.metanetsoftware.com/technique/tutorialA.html
Newcastle University Game Engineering - Physics https://research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/
Rigid Body Dynamics http://www.chrishecker.com/Rigid_Body_Dynamics
Game Physics Series https://allenchou.net/game-physics-series/
References
These are the resources that almost everyone builds on. They can be tougher to learn from but it’s the most definitive information
Dirk Gregorius. March 2013. “The Separating Axis Test Between Convex Polyhedra.” Game Developers Conference. http://media.steampowered.com/apps/valve/2013/DGregorius_GDC2013.zip
Dirk Gregorius. March 2015. “Robust Contact Creation for Physics Simulations.” Game Developers Conference. http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf
Erin Catto. GDC 2005. “Iterative Dynamics” https://box2d.org/files/ErinCatto_IterativeDynamicsSlides_GDC2005.pdf
Erin Catto. GDC 2006. “Fast and Simple Physics using Sequential Impulses” https://box2d.org/files/ErinCatto_SequentialImpulses_GDC2006.pdf
Not speaking for the host, but there is some general guidance on this topic that applies to most game jams.
If you’ve been coding for any length of time you’ll have a library of fairly generic functions you’ve written that apply to multiple projects. Maybe some of those functions were “borrowed” from stackoverflow originally. Some might be fairly large like a grid drawing and querying system or an animation system if the engine doesn’t provide one.
Bringing in the grid or animation systems is typically fine in most jams (not Ludum Dare), but a larger system that also includes character movement, and pre-programmed abilities that is nearly a playable game already, is not.
If it’s code you feel like you have to ask about–don’t do it
Thanks for playing! There are quite a few known bugs as I was unable to work on the game during the last week and had to ship it unfinished. I haven’t seen the scoring issue mentioned but I have a good idea what it might be,
The game is absolutely inspired by Bubble Bobble, good catch! As I continue working in it, I will be bringing more ideas from that game