
I’ve never entered a Ludum Dare compo before, but I used to make a lot of small flash games until Closure consumed my life for 3 years. Been feeling really unproductive lately, so I figured I should enter this just to get back in the hang of making small stuff again. – [Author's blog post]
Fracuum (Tyler Glaiel)
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- Okay, no, this is right up my alley. | Cymons Games - Pingback on 2012/04/23/ 14:31

This is totally delightful. I was charmed enough by the conceit right away, but initially pegged it as merely a neat way to move from screen to screen in an otherwise already fun game. It took a while to understand how the nesting actually affects gameplay: first, once the paths get a bit more complex, the way the world serves as its own map, but with the unique limitation of only being able to see further in, encouraging you at times to step back out the way you came so you can see where a dangerous looking inside-to-outside path leads. (Especially smart in this regard to have a sort of treasure room in a mid-level ring but inaccessible until exploring further in.) Secondly, there are a few places where the change in scale becomes significant as enemy fire passes from one level to the next. Crossing the threshold yourself and triggering the size-shift thus leaves you with either more or less space to fit between the gaps.
Awesome! It took some time to find the boss’ weak spot.