Don't Send Me a Puddle
Deliver the bucket of ice to the bottom of the mountain before it melts!
Built from scratch solo in 72 hours for my first jam :)
I'm a month into game dev! I blog about my learning process at eieio.games
Built from scratch solo in 72 hours for my first jam :)
I'm a month into game dev! I blog about my learning process at eieio.games
Comments31
Cheers!
One way to improve the game is to decrease the difficulty in the first few levels. It was hard to make progress. Even so, a fun, imaginative game. Nice work.
And thanks @larsievl @alex-chertilin @orbitaldot @gamebuilder !!! I am still not over the joy of strangers playing my games :)
Never seen something like this, good idea!
The only two (really minor) things that I noticed were that the hitbox of the flames was a bit hard to judge sometimes and that I've noticed that some flames looked like they're too far into the ground (texture-wise). Nothing huge though, it didn't detract from the fun.
Oh, also it would've been even more hilarious if the text on the box said "KEEP COOL" :laughing:
@jaroslav2324 i was worried about the tower confusion - I played with some ways to make them look a little different but everything I made looked...bad stylistically. Definitely something I'd do if I put more time into the game (and if I was a little better at making art I woulda done it for the event!)
This game scores high in innovation-land! Not yet played a game as innovative as this one this Ludum Dare.
And I totally see the resemblance to that song! The chord progression is very similar and they are arpeggiating the chords in the same way that I am.
I love the idea of this zipline-design puzzle game, all it needs is a couple more mechanics to flesh it out. I was frustrated by the quantized tower height at first, but it gets rid of a problem that other physics puzzle games have where you end up just trying slightly different configurations over and over to brute force a win. Ended up appreciating that choice in the end (if it was a choice... :P). Good luck on your game dev journey!
The quantized tower height was intentional, although it wasn't primarily to avoid the "tweak this configuration slightly" problem. It was for a combination of simplicity / consistency (I think it makes it much easier to replicate a setup that you've had in the past) and to make it easier for me to think about where towers should be allowed to be placed - snapping to a grid the size of my tileset _horizontally_ meant it was unambiguous when designing a level whether a tower could go over a given square or not.
But to your point I think it also would have been much harder to design these levels if the tower height was more flexible - there would surely be lots of ways to slip towers around corners that I didn't intend.
Something to think about if I expand the game!