
System F
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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Connect the abstract worlds of System F to advance through an infinite series of increasingly difficult levels.
- Click on a world to select it, click on another to pull them together (hold to pull more)
- Only worlds of the same color can join
- A world can only join with one other world at a time, but you can still interact with it
- Make a single large world to move to the next level
- The first 7 levels introduce new colors
- Press ESC to restart
- You can drag between worlds to pull them as well (watch for the highlighting)
Occasionally a world refuses merge, ignore them and they'll drift off out of the game.
Context was I started making a walking/drifting exploration thing, but in frustration and messing around with some shaders I did this thing with intersecting circles that gave me an idea... and thus was born System F... a funky zen puzzle playground.
Some notes on strategies & "rules":
- Worlds spawn more quickly when you hold to attract them for longer
- The target "large world" size reduces for the first 8-10 levels
- There's no penalty to pull opposing worlds (other than pulling more spawns more planets), so you can use this to manipulate the movement of the worlds more effectively
- Watch for the pattern of how pulling more creates more worlds... there's a point at which pulling is ignored until another planet is spawned
- The worlds are reduced in size in a level transition disproportionately from their volume (i.e. larger worlds lose more volume)... it's mathematically advantageous to hit the level transition with as many large worlds as possible, but not always easy to pull off tactically
About 16 hours work on the second day of the compo.
Tools: Unity engine, Sublime for code, Ableton Live & Reaper for music & FX
- Click on a world to select it, click on another to pull them together (hold to pull more)
- Only worlds of the same color can join
- A world can only join with one other world at a time, but you can still interact with it
- Make a single large world to move to the next level
- The first 7 levels introduce new colors
- Press ESC to restart
- You can drag between worlds to pull them as well (watch for the highlighting)
Occasionally a world refuses merge, ignore them and they'll drift off out of the game.
Context was I started making a walking/drifting exploration thing, but in frustration and messing around with some shaders I did this thing with intersecting circles that gave me an idea... and thus was born System F... a funky zen puzzle playground.
Some notes on strategies & "rules":
- Worlds spawn more quickly when you hold to attract them for longer
- The target "large world" size reduces for the first 8-10 levels
- There's no penalty to pull opposing worlds (other than pulling more spawns more planets), so you can use this to manipulate the movement of the worlds more effectively
- Watch for the pattern of how pulling more creates more worlds... there's a point at which pulling is ignored until another planet is spawned
- The worlds are reduced in size in a level transition disproportionately from their volume (i.e. larger worlds lose more volume)... it's mathematically advantageous to hit the level transition with as many large worlds as possible, but not always easy to pull off tactically
About 16 hours work on the second day of the compo.
Tools: Unity engine, Sublime for code, Ableton Live & Reaper for music & FX