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DIGIBOTS & CO.


mrspeaker
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DIGIBOTS & CO.

 

DIGIBOTS & CO. is my entry for the French "No Future" game-in-a-month contest, for the theme "au travail !" (work it!). The top 10 or so entries will be made into real-life arcade machines. They had a bunch of awesome-ly crazy restrictions you could choose from. I chose (primarily) "My programmer is dead. The game has to operate / use / exploit the concept and/or aesthetics of the bug and glitch".

 

The game is canvas-based, but uses a WebGL shader for post-effects and glitches. I had a small library of code that I wrote for the last Ludum Dare as a base. The tunes/sounds/programmer art was all me (even had to make my own font). Not the most impressive looking game in the world, but I'm pretty happy how it turned out.

 

The levels were designed in the last couple of hours - so they are pretty untuned and random (I'm not actually 100% sure the game is completable! I think it is though)... I didn't do any optimizing of the code or rendering AT ALL, so it might tax your machine a bit ;) but I'm confident I could spend a bit of time to really polish the mechanics and the levels and maybe release it as a tablet game.

 

Code is on github (warning: has several large patches of "crunch-time code") if you're interested. Any feedback/suggestions would be appreciated.

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Hey thanks Nyble - I used my own library as a base for the project. It's a bunch of scripts I've been collecting/(slightly) improving as I make more games. I call it Ω500 :   I wouldn't recommend anyone using it... it's really just so I didn't have to start totally from scratch at Ludum Dare!

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