FoonLudum Dare ExplorerLD24 → Clever Blocks

Clever Blocks

By cthulhu

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CategoryRankScoreCount
Overall153.84
Innovation153.84
Fun34.03
Coolness365
Theme273.69
Audio463.53
Mood663.22
Graphics1413.16
Humor1582.00

Comments

clavicarius 2012-08-28 20:13

Wow, seriously impressed for 24 hours worth of work. Very polished, and has all the necessary components to make it a "game" and not just an idea. Actually saw a similar idea in someone else's project, but wasn't executed nearly as well as this so it wasn't any fun. (Elegant solution for the background to show movement, btw)

The scaling up and seeing that the other blocks had been grouping up surprised me, and it was pretty terrifying seeing a huge, super-fast block zooming around!

Only problem I encountered was that when the boss appeared, I ran away to power up more and then couldn't find the boss again (eventually ran into one of his bullets and died instantly).

Well done!

rab236 2012-08-29 02:14

It's fun, but it's incredibly easy to win. It looks nicely polished. Great job for only 24 hours!

tigerj 2012-08-29 02:27

My favorite so far. NICE!

tastive 2012-08-29 02:29

Loved the tunes. Good job!

cipher 2012-08-29 02:51

AWESOME entry! but i kinda had a problem finding other blocks late game...maybe tweak the spawning a little bit? Overall one
of my favourites!

rabbits 2012-08-29 03:15

Yeah i won! Really fun game, can't believe it was just a 24-hourer...It would really help if you put the power of the enemies above them so i wouldn't die by way of red thing eight time before i understood, but overall great quick game

cthulhu 2012-08-29 03:47

@Cipher: Yeah it's a problem I've noticed but I hadn't enough time to fix it. The problem is that I didn't want to spawn too many blocks because the game could become too hard (huge super fast blocks are dangerous!). I would like to change the spawing time but I don't know if this kind of fix is allowed.

@Rabbits
Yeah that's a good idea but I like to make players guess if they are stronger or not than another block! Also I like to make people understand the logic of the game by myself. The red color is giving a little indication.

mipi 2012-08-29 12:33

Hi! This is about my game: You did everything just the way it should be done on my game. But I didn't manage to create on time the damage taken indicator, so that's just my fault and that's why you didn't get it.. + it takes pretty many hits to kill one ghost.

vamflax 2012-08-29 12:54

I liked the slower absorbing of a block that's just a bit smaller than you, and I loved the building pace. You really fly around just before the boss turns up!

Nice one!

gidaio 2012-08-29 19:41

Fun game. It's a little easy, but a very interesting idea, and I like that the other blocks do things.

yakka 2012-08-29 21:57

Music and gameplay are very good. I loved the idea of blocks which custom your avatar.
Oh, and multiplayer is... perfect :-)

raroadkill 2012-08-29 21:58

Very cool game. I enjoyed it. Probably play it some more

shmarah 2012-08-29 22:01

Super fun! I loved it!

wlad 2012-08-29 22:08

really nice game! great concept. colisson-sound is kinda annoying and the boss is kinda easy.
the first game i tested for ld24 which i played over and over again;)

zelen3d 2012-08-30 02:09

I use linux and I get this error:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Texture width and height must be powers of two: 800x480
at com.badlogic.gdx.graphics.Texture.uploadImageData(Texture.java:197)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:179)
at com.badlogic.gdx.graphics.Texture.create(Texture.java:159)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122)
at com.me.snakevolution.SplashScreen.<init>(SplashScreen.java:13)
at com.me.snakevolution.MyGame.getScreen(MyGame.java:54)
at com.me.snakevolution.MyGame.create(MyGame.java:44)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:144)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:131)
AL lib: ReleaseALC: 1 device not closed

cthulhu 2012-08-30 02:23

@Zelen3d: I'm using linux too and this is working fine. This error means that you don't have OpenGL 2.x installed. Try to install openGL 2 and tell me if it works.

Try this to print your OpenGL version:
glxinfo | grep "OpenGL version"

If it doesn't work, try to update your JRE (java).

McFunkypants 2012-08-30 03:10

At first I didn't get it, but once I gave the block colours some thought I started to GROW and GORW and was pleasantly surprised and impressed by the zooming out effect. Pretty darn cool! Great, original, fresh, interesting game!

mipi 2012-08-30 13:40

Thanks for beating my game!

At first the screenshots didn't promise that much, but in the end I was really surprised, I think this was the best game I've rated thus far. It's simple, but it made me feel like I would have wanted to make this game. I felt inspired.

dector 2012-08-31 18:31

Has same as Zelen3d. My GPU don't support OpenGL 2.0. And OpenGL 1.0 requires textures with size, which is power of two.

cthulhu 2012-09-01 04:12

Sorry but at this time I'm not planning to make an OpenGL 1.0 compatible version (currently fully working on the android version) :/

But next time I won't forget this problem!

timtipgames 2012-09-01 13:21

Fun to play! Some things that I thought while playing: Maybe it would be nice if the blocks that get "consumed" would not be integrated into a rectangular layout but keep their form and the players block would form some "weird" shape after a while. Maybe that would look interesting :) Hope you get what I mean :) This would also make it more difficult to dodge the death blocks. Nice game for 24h!

dector 2012-09-01 13:55

Hey! Check github.

cthulhu 2012-09-01 14:39

@dector Wow! Thanks a lot! I'm gonna update the jar.

cthulhu 2012-09-01 15:34

@timtipgames Yeah it's what I did at first but I didn't like it a lot because the "creatures" looked so weird! But I'm thinking about implementing different templates so I would be a bit better. The main reason why I choosed the rectangular layout is that this is giving me oppotunities for a lot of optimizations (like for collision detection). And I need a lot of optimizations to make my game run on Android devices!

moops 2012-09-02 00:29

Nice! Love the music, fun gameplay.

tastyorange 2012-09-02 03:16

That was ridiculously fun! Not much to say about the graphics except that they lent themselves well to the concept. The music was very fitting too. It was relatively short though. I can imagine that it could be stretched out further if you create several stages and layer on the elements each stage or something like that. Very cool concept. Wow, just wow.

rialgar 2012-09-02 18:25

Nice Twist on "Eat everything smaller then yourself"

cthulhu 2012-09-05 02:04

Thanks a lot to everyone for the feedback! It's giving me a huge boost at my motivation to work on my post-compo version! :)

@TastyOrange: Yeah I'm currently thinking about implementing a game mode with several levels. Each level will teach a simple thing about the gameplay (like "capture a red block"). After the "learning" levels, some new gameplays could be implemented (like a level where you've got to grow enough to kill an enemy but you will have to loose some blocks to go through a tiny passage...)

cobrajs 2012-09-08 10:17

Very awesome game! Reminded me a bit of Osmos, but a lot faster paced.

hgcummings 2012-09-08 15:58

This was quite fun to play, although it felt a bit easy and you didn't really have to think much about the different types of block. The graphics and sound werequite good and I'd be interested in playing a more challenging/balanced version. Multiplayer could be very good.

goerp 2012-09-12 16:07

Nice idea of the different strengths that can be combined. Could use some tweaking, but for 24 hours that is still impressive! I'm looking forward to future releases

pansapiens 2012-09-15 06:30

Great chip tune soundtrack ! Didn't quite get the rules (although actually reading them here now I kinda get it) .... it's a bit like a 'captain forever' mechanic and could make an interesting game with some refinement. I played the post-compo Android version: performance was just fine on Galaxy Nexus.