Ludum Dare #37compo
Automatous Room Builders
* If the top of the game is getting cut off, Press P or full screen! *
* On the web version, click the game, then hit R to lock the mouse! *
* WINDOWS DOWNLOAD IS BELOW THE WEB VERSION ON THE ITCH.IO PAGE! *
Control the room with your mouse, including bridges and doors!
Every time a car reaches its destination, it delivers the goods needed to build the room!
What type of room will you build?
Controls:
Mouse - turn the room left/right
A/D/Arrows - turn the room left/right
Left Shift - Increase speed on keyboard turning
P - Zoom out (fixes any cutoff on lower resolutions)
R - Restart
Esc - quit (desktop version)
Made with:
Unity
Blender
Paint.net
Note:
I hope you guys enjoy it! As the game was coming along, it feels like it has promise as a puzzler with multiple levels, but the theme kind of restricted that idea. Wasn't able to make any music, and I felt sound effects weren't really needed for a game like this. Let me know what you think in the comments!
Note2:
Itch.io finally allow me to fix the upload, so now P zooms out. This fixes the small bug where on smaller resolutions the screen cut off. I fixed this before the compo ended, but Itch was having problems so it only uploaded after it ended, probably because of everyone uploading!
* On the web version, click the game, then hit R to lock the mouse! *
* WINDOWS DOWNLOAD IS BELOW THE WEB VERSION ON THE ITCH.IO PAGE! *
Control the room with your mouse, including bridges and doors!
Every time a car reaches its destination, it delivers the goods needed to build the room!
What type of room will you build?
Controls:
Mouse - turn the room left/right
A/D/Arrows - turn the room left/right
Left Shift - Increase speed on keyboard turning
P - Zoom out (fixes any cutoff on lower resolutions)
R - Restart
Esc - quit (desktop version)
Made with:
Unity
Blender
Paint.net
Note:
I hope you guys enjoy it! As the game was coming along, it feels like it has promise as a puzzler with multiple levels, but the theme kind of restricted that idea. Wasn't able to make any music, and I felt sound effects weren't really needed for a game like this. Let me know what you think in the comments!
Note2:
Itch.io finally allow me to fix the upload, so now P zooms out. This fixes the small bug where on smaller resolutions the screen cut off. I fixed this before the compo ended, but Itch was having problems so it only uploaded after it ended, probably because of everyone uploading!

Comments28
Restarting is a bummer... Sound would be nice but not needed ... for now :)
If you can put the bridges restarting from a set position and snapping them to certain angles when key gets pressed: 15º, 30º, 45º, 60º... whatever is best for your levels.
Some polish and remove that lags in web build, and that could be lovable
1) Pause everything when level starts or give some "freeze" time. That will give you time to analyze the level and read the hints (right now they have almost no value cause i don't have time to read them). This will reduce the death count dramastically.
2) With p.1 this might be unnecessary. You have a pretty strict lose conditions. It is really hard to pass the level in one go without time to analyze the level. You could've added some lives to make player's life a bit easier.
Overall it's a good game with strong concept. Especially for a compo entry. I'd like to play a bit more polished version of this game. If you'll decide to make that contact me. Good luck.
But controls are weird (try mouse and keyboard: mouse is too weird for me, keyboard is too slow or too fast with shift, I think it need one speed and less stressful level) and restart from the beginning is really discouraging (in the third puzzle I was thinking I had to avoid a car collision, so I try three time a bad idea...)
But a good start here!
The initial goal was to have the room grow depending on which cars you put into the goal, and have the room continue regardless, but it was too much work designing puzzles based around that in 48 hours.
I'd probably change the game into a level based system, instead of a marathon sort of deal (so no randomly spawning cars, unless there's a clear reason for it to spawn), and make it more clear when the level will grow, such as a switch to build a bridge. This way, the game's main challenge would be solving the puzzles, and the reflexes involved, without the trial and error possess, removing the frustration.
As some of you stated, a snap / angle of error would have been a good idea, and something I wanted to add, but time was running low. It would solve a few of the problems people had, such as the cars running off grid (along with forcing the cars to move on grid) , and make it a little easier to control. So I'd definitely implement it.
The car's colliding and going the opposite way felt like a neat mechanic in my head, but maybe a little confusing since that's not how cars work (lol). That's why I tried to force it to happen, but it seems people tried to avoid it, which kind of ruins the tutorial on part 3. I'd either make this more clear (bumper cars?), or change it. As @Skorpyo stated, the time to read the text might have been a bit too short, I should have implemented a pause to remove confusion.
I had very mixed feedback on the controls. Some preferred the mouse, others the keyboard. I feel like most of the complaints would be solved with the snap feature, but I would probably also add custom speed settings so everyone can get a comfortable with the game. I agree @peredm, it does feel like it would work very well with touch controls.
@Jupiter_Hadley Thanks for taking the time to make a video about my game!
Sorry for the long post, and again, thanks everyone who took the time to comment, I read each one! It's very encouraging, and helps me improve the game if I do decide to continue working on it.