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A jam entry

VING (VING Is a Nice Game)View game page »

Top down 2d game written in pure C with SDL2
Submitted by ErikProW with 4 hours, 21 minutes before the deadline

Play game

Visit VING (VING Is a Nice Game)'s game page

Results

CriteriaRankScore*Raw Score
Art/Aesthetic#112.8323.800
Final Results#12n/an/a
Gameplay/Mechanics#202.0872.800
Originality#202.6833.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Dependencies
Ubuntu:
sudo apt install libsdl2-2.0-0 libsdl2-image-2.0-0 libsdl2-ttf-2.0-0

Arch Linux:
sudo pacman -S sdl2 sdl2_image sdl2_ttf

GitHub/Repo
https://github.com/ErikWallstrom/Linux_Game_Jam_2018

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Comments

Jam Host (Edited 1 time)

Note that this feedback is based on the build(s) available at the end of the jam.

At first, I didn't expect to get much out of VING. Sure, it's a nice game, but the controls feel a little awkward and the enemies are a bit floaty. There's no audio, and the background sprites are repetitive.

What I found unexpectedly appealing about VING is the way that attention has been given to the experience as a whole. Instead of focusing on polishing individual facets of the game like enemy animations or fluid player control, the game embraces its rough edges and invites the player to master them.

I'm going to spoil what makes the game special here and talk about the way that I came to understand VING. If anybody reading would like to experience that for themselves, stop reading now!

This clicked for me when objectives shifted from "Kill X enemies!" to "Traverse the environment quickly." The role of enemies immediately shifts through the change in context, and the game stops being about getting projectile alignment just right for enemies who're creeping closer just below your line of fire and becomes about careening through the map's obstacles. At this point, damage rates and the relationships between enemy movement and player movement feel far more deliberate.

The objectives continue to reframe the game, culminating in a challenging bossfight that requires awareness and use of all of the game's nuances.

At this point, it's easy to assume that the game has revealed all that it is, but at the death of the boss, the player's attacks change to a supercharged auto firing version of the charged shot as all of the previously inanimate obstacles come to life and charge at the player with gaping maws and glowing eyes .

This final sequence requires far different behaviour than the single-focus boss fight and has more in common with a survival objective from earlier in the game. It's an absolutely wonderful moment where, for the first time, the game changes its mechanics in order to give a new experience that smashes the expectations that have been built up and morphed through the preceding stages.

I'm hard pressed to think of much that I would recommend changing or adding to VING beyond audio and some variation in the background sprite to make tiling a bit less prominent. There's definitely room for smoothing away some of the other rough edges, such as player movement controls, the "stickiness" of obstacles, the speed of the boss' "sprint" action, and the lack of enemy animations, but I feel that such changes would need to be handled delicately and thoughtfully in order to preserve the game's identity, challenge and charm.

VING was one of my favourite submissions this year! I really enjoyed the challenges it offered and the surprises it gave.


I'd also like to do a short interview with you for an article I'm writing on the 2018 Linux Game Jam. Shoot me an email via cheese@cheesetalks.net and I'll send you through some questions!

Any specific hardware requirements?  I'm using Fedora and have the installed dependencies.  It crashes as soon as the window opens.  I've tried on a thinkpad t420 and on a raspberry pi with pixel installed (I think arm may not be supported but I'm not sure).

Developer (Edited 1 time)

The provided binary does not work on ARM. You can compile it from source and run it on a raspberry pi 3 though. Are you getting any errors/warnings in the terminal when it crashes? It has worked fine on Ubuntu and Arch as far as I know

These are the only warnings I received.  The last one goes away if I have a game pad plugged in.  From watching Gardeners stream it seems he received the first two warnings as well but it still ran.  It looks like the window tries to open and just crashes abruptly.   Not sure if anything distro specific could be causing any problems.


*WARNING* Program was compiled with SDL version 2.0.8, but was linked with version 2.0.7

*WARNING* Program was compiled with SDL_image version 2.0.3, but was  linked with version 2.0.2

*WARNING* No compatible game controllers found
Illegal instruction (core dumped)

Developer

The problem is probably because I compiled the game with `-march=native -mtune=native`. There are easy instructions on the github page if you want to compile it, I am pretty sure that it will work then.

No luck compiling from scratch.  However, it worked flawlessly in an Ubuntu VM.

Submitted(+1)

Extra points for pure C sdl! I've done one of those before, and it's  a lot of fun. Once you go pointers, you find yourself wondering how the heck are u supposed to program without them.

Submitted(+1)

fun little game, being able to aim more precisely would be cool

Developer

Thanks! Did you finish the game? I thought it would add to the challenge to only be able to shoot at the direction you are standing/walking :)

Submitted

didn't fully finish because I was too bad, but had fun trying it out anyway. Though I agree with the challenge part, making it a bit easier to aim diagonally (because that already works) would be nice, it's really hard right now.

Submitted(+1)

It does add to the challenge. Visually, you could justify the decision by drawing the weapon as part of the character's chest, or putting them on a bike that the gun is mounted on. But only if you want to develop it more past the jam version.