Concept:

  • This is a simple arcade-style game made in SDL2.
  • In the game you play as a seagull and your goal is to poop on the target car (in the top left of the screen).
  • Hit as many targeted cars as possible, for each you get a point.  For every non-target car you hit you lose a point.

Controls:

  • Speed Up: W
  • Slow Down: S
  • Turn Left: A
  • Turn Right: D
  • Poop: Space

Notes:

  • The game was made in a total of ~10 development hours.
  • Most of the development time was spent creating art, I am not good at art, however I am pretty happy with how the game turned out.
  • The limitation was applied via the cars being destroyed in one hit.
  • The theme was implemented in the setting of the game.
  • The game was made only by me.
  • All art assets were made in the time period.
  • All game specific code was created within the time limit.
  • The game doesn't have any sound.

UI:

  • The top right number is time left, the middle is score.
  • The car in the top left is the one you need to hit.

Linux Instructions:

  • Download
  • Run from the folder it came in
  • Make sure that the executable is in the same folder as the "Assets" folder.
  • Look at the code if you want, but it's beyond bad.

Web Port:

  • The web port was built with Emscripten.
  • The game physics feels a little weird in the web port as I had to remove delta-time integration.  If the game is too fast or slow for you, sorry.
  • The port took rather a while to complete and was uploaded half an hour after the game, although still within the deadlines.
  • The quit button freezes the game.
  • If you can play the downloadable, it's better.
  • If you find any problems with the port or the game feel free to comment them however the game will likely never be fixed, sorry.

Download

Download
Pooping in Paradise.zip 501 kB

Install instructions

Just run it, I trust you.

Comments

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What is the platform it runs on?

For now only linux but right now I'm trying to get an Emscripten build up.

Web ports up.

It took a few tries until the game received the keystrokes, but then it worked. For such a short dev timespan it's nice. Funny idea!