corrigan_sam 2013-04-30 06:17
It was a cool idea, but it needed a few more levels, and it could be really cool :D
Foon → Ludum Dare Explorer → LD26 → Sequence Initiated
By mildmojo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 80 | ||
| Innovation | 210 | 3.18 | ||
| Theme | 255 | 3.31 | ||
| Humor | 278 | 2.11 | ||
| Graphics | 372 | 2.84 | ||
| Mood | 437 | 2.40 | ||
| Overall | 439 | 2.70 | ||
| Fun | 498 | 2.18 |
It was a cool idea, but it needed a few more levels, and it could be really cool :D
Cool idea; I like puzzle games. I wasn't sure what I was doing on the Entropy level - my power gauge seemed to fluctuate semi-randomly, although the mouse seemed to do something. Would be better with more to do, but fun as it is, and a clean look.
wish there was more, it's an interesting start
I'm not sure I understand what this is about - I just flipped all switches and then pressed the button. Am I missing something?
Wasn't sure what was going on in the last level.
Loved the aesthetic style and concept. I'd love to see it expanded upon.
Second screen gaming, and asymmetric gameplay in general, is so fascinating :)
It is a cool underlying idea for a style of puzzle game. It's a shame you didn't have enough time to at least add one level that wasn't just "flip every switch to win". That could have really proven the validity of the idea.
Nicely done!
Thanks for all the feedback, everyone. <3
Now that I've had a chance to breathe, you all are entirely right about that third level. Opaque as all get out. I handed the thing around to meatspace folks on a tablet, and it was not intuitive to anyone. Fail. Description updated.
I did realize ex post facto that I made enough of the widgets to throw together a few more levels I'd paper-prototyped, so I'm going to try to put up a second post-compo version this weekend with more content.
@rwos: You didn't miss anything. It's supposed to be an abstract control experience, akin to sitting down at a Star Trek LCARS interface or Steel Battalion or Artemis, where there's an action sequence you have to devise to prep the system for launch. My intent was to create levels that don't boil down to "try all the combinations", but to give actions visible feedback so players could take an observation-driven path through the sequence.
@Jiddo: Yeah, I realized too late that every level was just "flip every switch". Heh. I build the middle level first, then the intro level, then the bad level last. I thought it would be the easiest of my sketched-out levels to build, but it was totally flawed.
Nice idea would like to see a control system like that
Ha! Even beat the last level! :P
I like games where you have to figure out how to make it work, good job!
While it was rather lacking in gameplay, the controls felt really nice on a touchscreen so, as it sounds like your main goal was developing these controls, well done!
As other have said, wish there were more levels! Also, the entropy level was odd, seemed like I had to wait for randomness to put the energy level at just the right point but it didn't feel intentional, felt... wonky.
Add a few more types of interactions and you could have something like Spaceteam's visceral interactions.
Haha!!! I really enjoyed this too much. played through a few times because it's so much fun!!!!! LAUNCH!!!!
Didn't understand third level (didn't read explanation) but I go it but activating the switch and pushing the button during the time (very short) it was ok. Good one !
Interesting concept, could benefit from further development & more player instruction.
Thanks for the feedback on my entry. I'm clueless about Linux deploy so those comments are helpful for the future.
As for the player introduction to controls & the confusion over how to change the light colors I'm curious what wasn't clear about the controls introduced on the RED stage?
When you pick up the red bulb two large arrows appear on the bottom of the screen & the orb before the player lights red. The arrows don't disappear until the player presses up & down, changing the color from the beginning white to red & back again.
This seems clear to many players.
If you have any suggestion on how to make this even more apparent to the player, I would welcome it.
Thanks again.
Didn't try this on a touch device, but I like the flick behavior of the buttons. Could definitly see this turn into a good mobile puzzle game. Need to crank up the puzzles and the atmosphere a bit and then you are set!
it took me a few minutes to discover how does it works...
basically my suggestion it would be to make more levels :x
I like the idea of having to discover how to initiate each sequence based on some sort of feedback, but the game ends before any of the puzzle possibilities have been realised. The graphics were clean and functional. With some music and some puzzles, this could be a lot of fun.
I want to see more! I love stupid complex onscreen controls (Mechwarrior, Spaceteam) and this scratches that itch. It totally needs sound: hearing the clicks, whirrs and most important a rocket or something blasting off. Do more & msg me about it, I love this idea.