Controlls : WASD for movement, you can zoom with M, at the start screen you need to press the start text with a mouse(prefferably one that can connect to a computer!)
Get to the yellow goal-space, Don't run out of space!
For this project I used Unity, "art"work was done in aseprite, music and other sounds were made in LMMS and a bit of audacity.
Inside of unity I included pro-builder and pro-grids, but I mainly used pro-grids since I really didn't need pro-builder for this project.
Source and browser version below.
I had fun and I learned a lot, tell me what you think!
Interesting, well done. I was able to beat all the levels, sometimes I couldn't tell how I had died but once I got used to it, it went much faster. I liked how the blue moving cubes would use up your walking areas.
Thank you for playing @lsummers! Yeah, the loss-state isn't very clear, I struggled coming up with ideas on how to restart the level once the goal wasn't reachable, perhaps it would've been better to allow the player to restart themselves once they realized they couldn't reach the goal
I liked it! I was surprised at the level restarting once I'd made it impossible to win - in other games like this, you just get stuck and have to manually restart or wait for the timer to run down, so :thumbsup: for that feature.
Very nice job! I really like the core mechanic and think there is a lot of potential to do more with it.
I would have liked there to be some more complex levels where you carefully have to think about how you are moving. You could for example have large levels with items that has to be picked up in a certain order, or tiles that resets some other tiles when activated or something. Basically, I think there is potential for a very good puzzle game here.
As it is now you are incentivized by the enemies that destroy your path to just quickly rush through to the end instead of carefully planning your movement. The path you have to take is also fairly obvious, which means you don’t have to put much thought into how you actually walk as long as you are quick enough. Because of this, it isn’t much of a puzzle game which I think should have been the focus. I think maybe speed shouldn’t be a factor and the difficulty instead could come from figuring out the right path to walk on in a complex level. There could still be enemies if the game was completely turn based and their movement was clearly telegraphed and deterministic, so you could take their movement into account when you planned your own moves.
Another small issue is that WASD movement on isometric tiles can be a bit confusing (for me at least) because the direction of the keys doesn’t translate directly onto the map. To have an option to move by clicking on neighboring tiles would have been nice (But because the game now requires you to be quick this would maybe have been impractical)
Other than that, the ambient sound/music is excellent! It’s very atmospheric and gives the game a cool eerie feel. Overall a very cool game and I enjoyed playing it! Well done!
I agree, the levels sadly became rushed due to lack of time and vision. But I like your ideas, making it turn based and more strategic would definitely open up more possibilities on level and enemy designs. Unfortunately I did not consider the WASD problem, I will have to consider this in the future! I am also glad you liked the music :). Thank you for your feedback @gurbx!
I was enjoying that, would have liked more levels :) As for the levels you did have, I think you onboarded the player with the mechanics in a way which made them implicit, good job. I think it's a solid foundation for a puzzle game and a good proof of concept, definitely think the core mechanics would sustain a larger game if you build on them with more board objects. Good use of theme too.
I somehow got stuck in the second level when I was trying to figure out how those blue cubes move. I had moved so that I was on the only square next to a blue cube and the cube moved away and the square disappeared... So the level did not restart as I could not move at all :D.
I felt that the real-time nature of the enemies was a bit much, but maybe that is a good way to differ from other similar games.
But in the end it was really fun to play and fast paced after I got used to the mechanics.
@sambi Thank you for playing and bringing this to my attention! It appears to be a design bug in my code. In order to lighten the load of the path-finding I only check the fail-state when the player moves. This might be remedied by doing that same check when enemies move, I will have to look into it if I find the time. Thank you for your feedback as well, I am thinking of making it turn-based and seeing how it plays after that :D
Fun and short game! I liked that it was so short, but wouldn't mind if it was just a little longer! The glitchy sounds were cool. You have an original style :)
I really liked the game! Sometimes it seemed like it just glitched out (the screen would make a crumbling noise and I would just die even though nothing had happened) but I had a lot of fun playing!
A nice little puzzly game! The mechanics work quite well, the visuals are simple but nice. The music was a bit too quiet maybe, but fit the mood well. One more puzzle element would've been nice to flesh the gameplay out a little more. The realtime enemies felt a little weird, one would expect those to move in turns with the player I guess, but it does fit the theme and create some tension. Enjoyed this quite a bit, good job! Btw teasing the mechanic on the start screen was a really nice touch!
Nice game mechanics! I think it has a potential to become a bigger game, especially if you come up with more features. I'd like to have more levels, because I completed the existing ones too fast :) I would be happy if you also play and rate our game :)
Even though it feels like the game is over before it really "kicks in", there is something here. I wanted to keep playing when it was over and I can't say that about every game. Maybe it's the ambient music, maybe it's the dopey animation of the player :).
Nice game, Love how everything is balanced! Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam! Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
Nice game! I do wish that the blue cubes weren't real-time though; it would be nice to have them move at the same time as you so you can plan accordingly.
I loved this game. It was very easy and short, but the music, mood, sounds and smooth gameplay made me love it. It's complete and bugless, so great job on it!!
Really fun game, I like how the game restarted when you made it impossible to win. I felt that the enemies should of moved more often that when they would be more of a threat to you but overall I love the mechanics and you did a good job
Cute game! I would love to see more levels. Some of the mechanics could have been better showcased through more difficult levels that relied on puzzles and more player-feedback could have been incorporated via death messages but the game is very intuitive.
This was a really fun little game. Although it didn't have many levels, the few it had were good. I feel like this would be even better if it were fleshed out into a full game with more levels and mechanics.
Comments33
I would have liked there to be some more complex levels where you carefully have to think about how you are moving. You could for example have large levels with items that has to be picked up in a certain order, or tiles that resets some other tiles when activated or something. Basically, I think there is potential for a very good puzzle game here.
As it is now you are incentivized by the enemies that destroy your path to just quickly rush through to the end instead of carefully planning your movement. The path you have to take is also fairly obvious, which means you don’t have to put much thought into how you actually walk as long as you are quick enough. Because of this, it isn’t much of a puzzle game which I think should have been the focus. I think maybe speed shouldn’t be a factor and the difficulty instead could come from figuring out the right path to walk on in a complex level. There could still be enemies if the game was completely turn based and their movement was clearly telegraphed and deterministic, so you could take their movement into account when you planned your own moves.
Another small issue is that WASD movement on isometric tiles can be a bit confusing (for me at least) because the direction of the keys doesn’t translate directly onto the map. To have an option to move by clicking on neighboring tiles would have been nice (But because the game now requires you to be quick this would maybe have been impractical)
Other than that, the ambient sound/music is excellent! It’s very atmospheric and gives the game a cool eerie feel.
Overall a very cool game and I enjoyed playing it! Well done!
Unfortunately I did not consider the WASD problem, I will have to consider this in the future! I am also glad you liked the music :). Thank you for your feedback @gurbx!
I felt that the real-time nature of the enemies was a bit much, but maybe that is a good way to differ from other similar games.
But in the end it was really fun to play and fast paced after I got used to the mechanics.
@sambi Thank you for playing and bringing this to my attention! It appears to be a design bug in my code. In order to lighten the load of the path-finding I only check the fail-state when the player moves. This might be remedied by doing that same check when enemies move, I will have to look into it if I find the time. Thank you for your feedback as well, I am thinking of making it turn-based and seeing how it plays after that :D
I really liked the game! Sometimes it seemed like it just glitched out (the screen would make a crumbling noise and I would just die even though nothing had happened) but I had a lot of fun playing!
Keep it up!
Btw teasing the mechanic on the start screen was a really nice touch!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
It is a pity the puzzles are too easy for me. Maybe you could make more levels.