FoonLudum Dare ExplorerLD26 → Sequence Initiated

Sequence Initiated

By mildmojo

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CategoryRankScoreCount
Coolness280
Innovation2103.18
Theme2553.31
Humor2782.11
Graphics3722.84
Mood4372.40
Overall4392.70
Fun4982.18

Comments

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

davedobson 2013-04-30 06:23

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.

moomoo112 2013-04-30 07:30

wish there was more, it's an interesting start

rwos 2013-04-30 21:09

I'm not sure I understand what this is about - I just flipped all switches and then pressed the button. Am I missing something?

the4thcircle 2013-04-30 21:19

Wasn't sure what was going on in the last level.

onlyslightly 2013-05-01 03:43

Loved the aesthetic style and concept. I'd love to see it expanded upon.

jarrett 2013-05-01 06:25

Second screen gaming, and asymmetric gameplay in general, is so fascinating :)

jiddo 2013-05-02 20:51

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!

mildmojo 2013-05-03 04:47

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.

thecze 2013-05-03 18:50

Nice idea would like to see a control system like that

netmute 2013-05-03 19:09

Ha! Even beat the last level! :P

gamenacho 2013-05-07 03:46

I like games where you have to figure out how to make it work, good job!

finn 2013-05-07 08:01

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!

cakencode 2013-05-08 06:18

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.

amodo 2013-05-08 08:02

Haha!!! I really enjoyed this too much. played through a few times because it's so much fun!!!!! LAUNCH!!!!

yacodo 2013-05-11 10:45

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 !

the-jack 2013-05-12 06:38

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.

brassawiking 2013-05-12 18:06

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!

tsuki_usagi 2013-05-13 02:51

it took me a few minutes to discover how does it works...

basically my suggestion it would be to make more levels :x

jonathang 2013-05-15 21:30

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.

paulmcgg 2013-05-18 11:11

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.