Greeble: Having to press "z" makes me dread keyboard issues (I am on qwertz). Fell into a dead-end pit and quit.
Lossst: Uses ALT for a crucial move, ALT triggers my browser's menu. Got stuck. Quit.
Lost Beacons: Works nicely but the scrolling is jarring and confusing. Would have played more than 2 levels otherwise. Sound would help tremendously in keeping a track of what is happening.
The Lost Packets: My clicks often don't register? Gave up on the second level.
Lost in a Space Odyssey: Cute, fun and interesting. Had lots of fun!
A moment lost in time: Some confusion with cursor capture. Interesting but seems more like art than game. Confusing.
If you liked Lost In a Space Odyssey check out "Lovers in a dangerous spacetime"[1] which it seems to draw inspiration from (similar artstyle and mechanics). It's a really fun and well made co-op game.
I'm one of the creators of 'A moment lost in time.' Thanks for playing it and for the feedback. Are you on Linux by any chance? I've had some issues with the Pointer Lock API in Firefox on Linux.
I just played Lossst and was sure it had been made with WebGL... I couldn't believe my eyes when I realized the author used divs and css transforms for everything. I really had no idea how much can be done with just css3.
Congrats to Greeble for the first place finish. The hold and tap mechanic is awkward at first but once you get more body parts, its a real platformer. Which is qute impressive at 13kB!
Personally, I love seeing old school techniques translated to HTML5 Canvas2D: bitmap fonts, color palette shifting, scanline rasterization, etc.
Some of these are really impressive. There have been several surprises where the developer(s) went the extra mile in ways that are surprising. Like in Lossst, when finishing a level, it'll zoom the camera to the next door and back to the worm. It's amazing that someone working within such a tight limit can think, "I know, we'll do this nice zooming thing which has no real relation to game play but will feel nice!"
JS has gotten incredibly concise in recent years. I've noticed it on codefights.com, where a lot of the shortest entries are JavaScript (and very few are Perl, which surprised me, due to Perl's long golfing history). I'm constantly struck by how tightly all the pieces work together these days and how much you can do with so little.
Couldn't get past the first level. What am i supposed to do? What's the puzzle? Seemed like a dead end to me, all the doors had numbers greater than my length. How am I supposed to increase my length?
Thanks man! I made this game by (ab)using the power of CSS and CSS3D, and really focused on the player experience, so I'm glad you enjoyed it! If you continue playing, you'll see even more surprises :)
Also, here's a making-of: http://xem.github.io/articles#js13k17
13KB --- that's a very odd number and according to the site, was chosen arbitrarily. 16 or 8 would be more usual in the demoscene, where they were traditionally enforced by the limits of the hardware.
There is a related competition with a limit of only 1024 bytes: http://js1k.com/
We used TypeScript along with rollup and uglifyjs and got the zipped artifact just under 13k. The contest was a lot of fun and we learned a bunch along the way. It's a great contest and I'd encourage you to participate next time. Get a friend or two and have fun building a game you enjoy.
I've been participating in this for a few years (except last year) and it's a lot of fun. It has also taught me that I am really bad at designing things that are fun. I come up with things that I find interesting, but that usually does not translate at all to something other people would find cool or enjoyable. To be honest I don't mind - the participation is fun enough and it encourages me to step away from my main long-term hobby project for a month.
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[ 2.9 ms ] story [ 61.8 ms ] threade.g The first result in the list is is Greeble:
* http://js13kgames.com/entries/greeble
Play it here:
* http://js13kgames.com/games/greeble/index.html
Greeble: Having to press "z" makes me dread keyboard issues (I am on qwertz). Fell into a dead-end pit and quit.
Lossst: Uses ALT for a crucial move, ALT triggers my browser's menu. Got stuck. Quit.
Lost Beacons: Works nicely but the scrolling is jarring and confusing. Would have played more than 2 levels otherwise. Sound would help tremendously in keeping a track of what is happening.
The Lost Packets: My clicks often don't register? Gave up on the second level.
Lost in a Space Odyssey: Cute, fun and interesting. Had lots of fun!
A moment lost in time: Some confusion with cursor capture. Interesting but seems more like art than game. Confusing.
1. https://www.gog.com/game/lovers_in_a_dangerous_spacetime
https://xkcd.com/1172/
2nd place LOSSST by Maxime Euziere
3rd place Lost Beacons by Rémi Vansteelandt
4th place The Lost Packets by ElementalSystems
5th place Lost in a Space Odyssey by MarcGuinea
6th place A moment lost in time. by piesku.com
7th place Search of Sounds by Vitalii Liapin
8th place BUNNY LOST! by Eoinmcg
9th place Where is Winston by Gheja_
10th place You Are Lost by Rebecca
11th place A Day In The Life by Mattia Fortunati
12th place Blackbox: Lost Particles by Adam Jakubowski
13th place Trapped in the Hyperdimensional Maze by Benjamin Hanken
14th place LOST AND ANGRY by Jesús Olmos
15th place Mauja by Viktor & Pavlo
16th place Lost on Stranger Terra by Csaba Csecskedi
17th place Lost Marbles by Rene Hangstrup Møller
18th place EYESORE! by Alastair Pearce
19th place Just go straight by Pierre Gimond
20th place Neon Dungeon by Attila Horváth
Cached:
https://web.archive.org/web/20170930100010/http://2017.js13k...
http://webcache.googleusercontent.com/search?q=cache:http://...
Would like to see it ported to iPhone and Android for casual gaming.
Personally, I love seeing old school techniques translated to HTML5 Canvas2D: bitmap fonts, color palette shifting, scanline rasterization, etc.
Uses Sonant-X JS synth lib for sound generation:
https://github.com/nicolas-van/sonant-x
JS has gotten incredibly concise in recent years. I've noticed it on codefights.com, where a lot of the shortest entries are JavaScript (and very few are Perl, which surprised me, due to Perl's long golfing history). I'm constantly struck by how tightly all the pieces work together these days and how much you can do with so little.
It doesn't do the main thing it's supposed to do yet, but is already 3kB. The shame!
There is a related competition with a limit of only 1024 bytes: http://js1k.com/
https://github.com/w0hrk/js13k
We used TypeScript along with rollup and uglifyjs and got the zipped artifact just under 13k. The contest was a lot of fun and we learned a bunch along the way. It's a great contest and I'd encourage you to participate next time. Get a friend or two and have fun building a game you enjoy.
13*1024 = 13,312.
You're thinking of the "kibibyte": 1 KiB, 1024 bytes. [0]
[0] https://en.wikipedia.org/wiki/Kibibyte
You can argue about how wrong it is all you want, but 1kb will always be 1024 bytes to me.