Use the arrow keys to move the green character. Push the blocks to create an enlighten link from the light pylon to the dark pylon. Avoid the bad guys or crush them with blocks. Enjoy ;)
Note: Linux and OS/X build provided but not tested (feedback welcome)
This game is pretty amusing, it isn't really hard (at least not for the first 6 levels anyway which is all the farther I went before commenting). The enemy AI is extremely simple (they follow the wall) so you don't have to worry about them that much. I wish the game would give you a score or a timer though, after you've been pushing blocks for about 10 minutes it starts to feel a little pointless and some method of gauging how well you are doing besides what level you are on would probably help a good deal in that regard.
I liked the concept. It did fit the theme. I found that if I just went around and killed the baddies while moving as few blocks as possible allowed me to then easily make the path to the end.
Really neat idea for a simple puzzle game. I could see this being fleshed out with more enemy types and a timer, for a score attack type of game, or more puzzles and maybe multiple "energy" types that need connecting for a deeper puzzle experience.
Great job, the idea is amazing and the simplicity is great. I really enjoyed the graphic representation of the two sides and the transition between floors. I did feel like there was too much of the same between the levels (I got to level 4 and stopped). I really wish there had been some music (even something generated from autotracker-bu), just having the wall collision sound is annoying
Good style, I like the transition between levels. Mechanics are simple but effective.
K
katjap25 Aug 2014, 08:40
Cool game. Watched my gf play it for several hours. When she got to level 46 though, something seemed to break down algorithm-wise though as there's not enough blocks left to complete the level. Picture uploaded here: http://imgur.com/QEQfBuh (assuming i'm allowed to post links)
L
lspires25 Aug 2014, 08:47
I really liked this. It's a puzzle without a lot of stress. It gets harder as the levels go up, but it's largely just learn the strategy and kill the baddies or pen them off and connect your pylons. I liked that there was no scoring or anything, just solve and advance.
Cool game, once you understand how wiring and enemy works it's fun. I would love more difficulty though, maybe a level with just enough blocks (got to level 13)
That is a really cool concept and game. I liked the idea very much. You had me there playing for a long time trying to figure out things.
I am amazed that it had so many levels too. Its simplicity perhaps is contributing majorly to its fun :).
I like how the enemies have predictable paths so you always know where they are going and can plan properly (except the orange ones sometimes have random paths).
Fantastic! Loved the puzzle aspect. The enemies were a nice touch and really added value to the gameplay as I had to think and figure out my next moves!
Not going to lie, favourite game of LD30! I really love it, better player model maybe might make it better, keep working on it, might be a good mobile game.
My initial goal was to procedurally generate the levels, but I haven't got the time, so there is a set of predefined patterns, and only the bad guys placement is procedural, their quantity is related to the level height.
@katjap: level 46... wow!!!! Before the submission, I have only tested until level 8. In theory, you can finish a level like this one by being faster than the bad guys spawn and you can use their blocks for creating the link. Look at blocks blinking when the level starts: 1 blink = spawn after 5 sec, 2 blinks = 10 sec ...etc. But I admit I've tried this level 46 today and so far, I wasn't able to finish it.
Now the deadline was reached, and while looking at the result and your comments, I am motivated to improve this game and maybe publish it on web game portals, and why not, tablets / mobiles…
It's a great game, and I'd never have thought that I would say this about a Ludum Dare entry, but there are too many levels! Well-executed, though. Love the puzzles, and the difficulty is just right.
@Dietrich Epp: In fact there is an infinity of levels, my initial goal was to create them procedurally with an increasing difficulty. But due to the lack of time, there are only four blocks patterns that are repeated in loop. Only the bad guys are added procedurally in an increasing quantity.
But my algorithm was wrong. Every block has a probability of "level" percent to become a bad guy (capped at 50%). The error is here, at a given percentage, with bad luck you can have near all the blocks to be bad guys, or on the other side, if you are lucky, you can have near zero bad guys.
A good algorithm to define the number of bad guys could be Min(level, nb total of block / 2), and then, to spread the bad guys randomly on existing blocks. Using the "time before spawn" according to the level of difficulty could also be a good option. Currently, there are only 4 case with equal probabilities 5, 10, 15 or 20 seconds.
With the enhanced version that saves progression, I have currently reached the level 62. But the level 46 was the harder because it is the only level that has not enough blocks to link the pylons if you wait until all bad guys spawn (a bad luck case like described above).
Comments62
After the initial confusion this one turned out to be a great little game. Graphics could use some more love though.
Next time try to invest a bit more in the visuals, the game would be worth it!
I am amazed that it had so many levels too. Its simplicity perhaps is contributing majorly to its fun :).
I like how the enemies have predictable paths so you always know where they are going and can plan properly (except the orange ones sometimes have random paths).
Well done and very good take on the theme.
Are there procedural generated levels?
I even started to get strategies! :P
My initial goal was to procedurally generate the levels, but I haven't got the time, so there is a set of predefined patterns, and only the bad guys placement is procedural, their quantity is related to the level height.
@katjap: level 46... wow!!!!
Before the submission, I have only tested until level 8. In theory, you can finish a level like this one by being faster than the bad guys spawn and you can use their blocks for creating the link. Look at blocks blinking when the level starts: 1 blink = spawn after 5 sec, 2 blinks = 10 sec ...etc. But I admit I've tried this level 46 today and so far, I wasn't able to finish it.
Now the deadline was reached, and while looking at the result and your comments, I am motivated to improve this game and maybe publish it on web game portals, and why not, tablets / mobiles…
I like it! :D
Do not be discouraged, be quick, and finish the level before all bad guys spawn!
But my algorithm was wrong. Every block has a probability of "level" percent to become a bad guy (capped at 50%). The error is here, at a given percentage, with bad luck you can have near all the blocks to be bad guys, or on the other side, if you are lucky, you can have near zero bad guys.
A good algorithm to define the number of bad guys could be Min(level, nb total of block / 2), and then, to spread the bad guys randomly on existing blocks. Using the "time before spawn" according to the level of difficulty could also be a good option. Currently, there are only 4 case with equal probabilities 5, 10, 15 or 20 seconds.
With the enhanced version that saves progression, I have currently reached the level 62. But the level 46 was the harder because it is the only level that has not enough blocks to link the pylons if you wait until all bad guys spawn (a bad luck case like described above).