Ludum Dare #59compo
Consensus
Consensus is a puzzle game about managing distributed systems under unstable network conditions. You do not control units directly; instead, you broadcast command queues to remote robots and hope the packets survive the journey.
(Made in 48 hours for Ludum Dare Compo)
Sad To Notice: Due to the limitation of Godot.NET, this terminal is only available as a standalone Windows executable.
Due to technical limitations with Godot 4 C# during the jam, I originally only provided a Windows build. I have since ported the project to GDScript so everyone can play it directly in the browser!
Logic & Gameplay: 100% identical to the original Compo version. If not, please comment me and I will fix it.
Original 48h Build: Still available for download below (Windows.zip).
- Asynchronous Execution: Commands (Step, Rotate, Wait) are packed and sent. You must account for the Tick-based network delay before the robot actually moves.
- Signal Degradation: The further the target, the higher the packet loss. A lost packet means a broken sequence.
- Relay Consensus: When the signal can't reach, you must use intermediate robots as Relay nodes to encapsulate and forward your commands.
- Distributed Puzzle Solving: Coordinate multiple units to trigger pressure plates, open logic gates, and collect target coins.
1. Select a robot ID from the terminal.
2. Build a sequence of commands (Max 3 per robot can store).
3. Check the estimated delivery time and packet loss rate.
4. Hit Execute and watch the system log.
5. If a command is lost, adjust your relay topology and try again.
- Engine: Godot 4 (.NET/C#)
- Assets: All code, logic, and UI styling created from scratch within 48 hours.
- Audio: No Audio......Time is up, sry TwT
#### My first gamejam and even first game! And I know there's a lot need to be improved. But I still hope you enjoy it. And if not enjoy...anyway please dont be mad at me! sry!
(Made in 48 hours for Ludum Dare Compo)
Sad To Notice: Due to the limitation of Godot.NET, this terminal is only available as a standalone Windows executable.
NEW: Web version now available! Play directly in your browser.
Due to technical limitations with Godot 4 C# during the jam, I originally only provided a Windows build. I have since ported the project to GDScript so everyone can play it directly in the browser!
Logic & Gameplay: 100% identical to the original Compo version. If not, please comment me and I will fix it.
Original 48h Build: Still available for download below (Windows.zip).
Core Machanics
- Asynchronous Execution: Commands (Step, Rotate, Wait) are packed and sent. You must account for the Tick-based network delay before the robot actually moves.
- Signal Degradation: The further the target, the higher the packet loss. A lost packet means a broken sequence.
- Relay Consensus: When the signal can't reach, you must use intermediate robots as Relay nodes to encapsulate and forward your commands.
- Distributed Puzzle Solving: Coordinate multiple units to trigger pressure plates, open logic gates, and collect target coins.
Steps to play
1. Select a robot ID from the terminal.
2. Build a sequence of commands (Max 3 per robot can store).
3. Check the estimated delivery time and packet loss rate.
4. Hit Execute and watch the system log.
5. If a command is lost, adjust your relay topology and try again.
Tools
- Engine: Godot 4 (.NET/C#)
- Assets: All code, logic, and UI styling created from scratch within 48 hours.
- Audio: No Audio......Time is up, sry TwT
#### My first gamejam and even first game! And I know there's a lot need to be improved. But I still hope you enjoy it. And if not enjoy...anyway please dont be mad at me! sry!
Tools: Godot
Comments12
I found it a shame that the player's "program" is lost upon level failure - which is unfortunate because given the statistical nature of packet loss you're not always sure if your solution will work (or works in theory, for that matter). I found the difficulty jump between levels 2 and 3 very hard, and even more so because of this lack of program saving making it difficult to try out things easily to learn the mechanics better.
A great take on the theme - and a really nice entry for the compo :)
You really hit the nail on the head regarding the saving issue. Because I implemented a simple scene reload on failure, the instruction queue resets. I totally agree that in a game with statistical packet loss, losing the code makes iteration frustrating—this is definitely my top priority for the post-jam update!
Regarding the difficulty jump, I’m sorry about that! Levels 2 and 3 were designed in the final hours, and I clearly missed some 'stepping stone' levels to bridge the mechanics. Also, sorry about the lack of audio—silence is the price I paid for fighting with the asynchronous logic!
Really glad you liked the concept and the UI. Thanks for the support! I will continue to work on the game!
Really enjoyed it. Well done, especially knowing this was your first game and game jam :thumbsup:
Nice one! It is a cool concept. I agree that getting the commands removed on fail is a bit tough.