Mr Blocker

by mariusz
Overall★★★★★★★★★★2.33
Fun★★★★★★★★★★2.06
Innovation★★★★★★★★★★3.11
Theme★★★★★★★★★★3.28
Graphics★★★★★★★★★★1.88
Humor★★★★★★★★★★1.50
Journal★★★★★★★★★★2.18
Polish★★★★★★★★★★2.17
Technical★★★★★★★★★★2.17
Here’s my entry for LD12. It’s called Mr Blocker. The aim of the game is to build towers by dropping blocks from the top of the screen, while being hindered by earthquakes, lightning and fire.
Source
– you need Perl, SDL and SDL Perl to run this.
Linux binary
– you need SDL to run this.
Windows binary
– just run the executable within.
As I was busy this weekend, I only managed to spend about 12 hours on it. There’s no sound and the graphics are limited to coloured squares, but it’s reasonably complete. I’m afraid the gameplay isn’t terribly deep or exciting, but hopefully it will keep you entertained for a few minutes.

Thanks to everyone who played my LD12 entry, Mr Blocker. As a number of people observed (myself included), it’s not much fun. Partly this was because I was very limited on time, so I deliberately chose a very simple concept so that I could finish in time.
As the game stands, once you have a reasonable idea of how the disasters work, it’s basically a matter of coming up with a strategy to work around them and following that. The simplicity of the game means that there is little variety in useful strategies. Following a strategy just means dropping blocks in the planned places, so there is not much skill or variety in that either.
My original idea regarding the style of play was that disasters should be unstoppable: the player either builds towers specifically to be destroyed by disasters, or builds towers in such a way that the effect will be minimal. A number of people suggested adding a way to avoid disasters, or allowing a level to be completed as soon as the targets were met, rather than after the time expired. That goes against my original idea, but it might make the game more interesting.
I might release an updated version with tidied code, a readme and key repeat for dropping blocks. Thanks to Morre for pointing out the lack of automatic key repeat; I use a strange keyboard with that built in, so I didn’t notice. I won’t be adding any more levels or other features because I don’t think the game would be entertaining for long enough for them to be worthwhile.
The only complicated part of the code is that which determines whether the targets for the level have been met after the time expires. There is a little complexity in the code to determine what gets destroyed in a disaster. Mostly, the code is fairly straightforward.
Because of the simple nature of the game, I thought there might be some entertainment in working out how disasters behave. However, this seems to have caused some people confusion and frustration. In case anyone is interested, here is how they actually behave and how to deal with them:
(more…)
Tools: SDL

Comments12

Controls seemed a bit sluggish, but a great idea, and pretty innovative.
Endurion
Lightning is, wenn your block suddenly vanishes? Is there anything you can do to block the disasters?
GBGames
I liked the idea, but at level 7 or 8 it was difficult to tell whether the disasters were predictable. Lightning hits the highest building, it seems, but what about fire and earthquake? Maybe if there were graphic indications for them, it might be a bit easier to see.
Morre
The idea is okay, but the actual gameplay suffers from lacking a bit of smoothness, or "fluff" if you will; no automatic key-repeat, no pixel-wise animations, that kind of stuff. Also, disasters are such an annoyance! Might have helped if you won as soon as you completed the goal instead of when time reaches 0; that way, you can try to work quickly to reach the goal before the disasters hit you.
Graphics are very simple.
jolle
Needs more work. As it is, it's not fun, and the disasters can make it next to impossible.
Notch
I want a windows executable! Waah!
Interesting concept, but the disasters are a bit too random. I couldn't get past level 4 because they kept happening on the last second or so.
wonderwhy-er
Hmm. Windows version does not work for me. When I execute exe nothing happens...
The resuts of the disasters seemed to me completely random, so it was pretty frustrating. Always building fake towers, in hope the disaster pickes this one wasn't fun for me.

However if there were a transparent concept behind the disasters it might have been different...?
nilsf
I think it would have been more fun if the effects of the disasters had been explained beforehand.
Codexus
The concept isn't a lot of fun, is it?
Hamumu
Well, I'm not as down on it as others... the block drop rate is so slow that it's really a pain. I thought I was learning something about the disasters, which was kind of cool. I don't know how fire works, but spurred on by GBGames' comment, I think Lightning hits the tallest, and Earthquake hits the smallest in total size. Fire is just weird.

Of course, then the problem is, once you do figure it out, you just have to follow a plan by rote (like on the lightning level, I quickly built a single-wide tower one block taller than the required size, then got to work on my building with no fear). So it's flawed, but it seems like it ought to be interesting... somehow.

Other games by @mariusz

Found a bug?
Tell us on Discord