Ludum Dare #37compo
Roach Escape
YOUR GOAL:
===========================
Help Roachie (sh*tty name I just made up as I'm writing) reach the flashing goal and escape the room. It broke an antenna, so its sense of direction is a bit off: when it finds a wall, it simply turns right, being an easy prey for missing tiles, infinite loops of wall-bumping and the ghosts of enemies that didn't make it into the game in time.
To assist it you need to place special tiles on the floor. Roachie will follow whatever direction is stated on them.
Watch out for gaps!
CONTROLS
===========
The game is controlled with the mouse.
While you're in editing mode, click on a tool to select/deselect it, and click on the board to place tiles.
Click on an already placed special tile to return it to your hand.
Once you're satisfied with the layout, click "Go!" and watch Roachie move. If it gets stuck you'll have to go back to editing mode manually. Unfortunately, I didn't have time to add any kind of limit (a countdown, some energy,...).
Please don't hesitate to leave any feedback! I'm aware that the game is quite incomplete and I already have a massive list of features for a potential post-compo version, but any constructive criticism is appreciated.
DEV TOOLS
==========
* Flash Develop + Haxeflixel
* Photoshop.
* Jfxr/Audacity for whatever audio you get to hear.
* Tiled for level editing.
Postmortem coming soon...
EDITS:
13/12/2016 - Since several people have reported issues getting the hang of the game at the beginning, I've added link to a gameplay video showing how to fail and beat the first level. I hope that helps until I can fix that on a post-compo version.
16/01/2017 - Replaced link to the original compo version and a new post-compo.
===========================
Help Roachie (sh*tty name I just made up as I'm writing) reach the flashing goal and escape the room. It broke an antenna, so its sense of direction is a bit off: when it finds a wall, it simply turns right, being an easy prey for missing tiles, infinite loops of wall-bumping and the ghosts of enemies that didn't make it into the game in time.
To assist it you need to place special tiles on the floor. Roachie will follow whatever direction is stated on them.
Watch out for gaps!
CONTROLS
===========
The game is controlled with the mouse.
While you're in editing mode, click on a tool to select/deselect it, and click on the board to place tiles.
Click on an already placed special tile to return it to your hand.
Once you're satisfied with the layout, click "Go!" and watch Roachie move. If it gets stuck you'll have to go back to editing mode manually. Unfortunately, I didn't have time to add any kind of limit (a countdown, some energy,...).
Please don't hesitate to leave any feedback! I'm aware that the game is quite incomplete and I already have a massive list of features for a potential post-compo version, but any constructive criticism is appreciated.
DEV TOOLS
==========
* Flash Develop + Haxeflixel
* Photoshop.
* Jfxr/Audacity for whatever audio you get to hear.
* Tiled for level editing.
Postmortem coming soon...
EDITS:
13/12/2016 - Since several people have reported issues getting the hang of the game at the beginning, I've added link to a gameplay video showing how to fail and beat the first level. I hope that helps until I can fix that on a post-compo version.
16/01/2017 - Replaced link to the original compo version and a new post-compo.



Comments47
It is very similar to the late great Chu Chu Rocket - if you haven't played that then that has a bunch of cool stuff to take inspiration from (main thing for me would be the ability to speed up Roachie with a button when trying different solutions).
At first I didn't notice the extra black walls on the red tile. You could definitely make them a little more visible.
For example, I need to make obvious the distinction between the edit and playback modes, and the walls definitely need to pop out more.
@neontropics Yes, Chu Chu Rocket was an obvious source of inspiration. When I came with the idea I was thinking of Lemmings, but I knew I had also played something like that years ago that I couldn't fully remember. A few hours into development I recalled Chu Chu Rocket, and the compo version is pretty much a simplistic, one-character-only take on their puzzle game mode. During development I tried to add a "fast forward" option to help me debug that would make it into the game if it worked. Unfortunately, it broke the collision logic and refactoring it to work the right way would have taken a lot of time, so I decided to remove it.
@sacredseedstudio Yeah, I need to fix that and make the Edit and Playback modes clearer. In the meantime, I've uploaded a video showing how to beat the first level.
The rest was easy to understand. I think I didn't use most "arrows" in every level, it'd be nice if I knew how many I need for the optimal solution. That way players would keep trying to find the best solution.
It was a really nice entry with enough content, congrats on finishing it! :-)
The color scheme was also pretty rough on the eyes, and it was a little hard to tell where the walls were. The high-pitched squeak was also a little grating. Overall nice work.
You should just give to the player the minimum of arrow, the game would be more challenging. We can't really juge the level design when we have extra possibilities...
I don't have much to add from what has already been said, though:
- The walls are somewhat hard to see.
- I accidentally clicked on the menu button after falling into a gap and lost all my progress.
Good job overall, thanks for the update!
The sound & graphics could have used a bit more polish, I think - they're fine, but I think a bit more time spent getting them better would have gone a long way.
There was some nice emergent complexity around how the roach turned on its own, the layout of the levels, and the instructions I gave it. Good fun!