jomomomo 2014-08-25 03:06
Can't play windows games. :-(
Foon → Ludum Dare Explorer → LD30 → Konigsberg
By kblaney
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 52 | ||
| Mood | 272 | 3.33 | ||
| Graphics | 293 | 3.52 | ||
| Innovation | 297 | 3.50 | ||
| Audio | 353 | 3.05 | ||
| Humor | 505 | 2.40 | ||
| Theme | 623 | 3.17 | ||
| Overall | 646 | 3.12 | ||
| Fun | 892 | 2.65 |
Can't play windows games. :-(
Well... I think something went wrong during your compilation. I'm not familiar with UDK but it looks like you've uploaded some sort of template for Unreal multiplayer. It was a level called "Citadel" with a bunch of Boston Baked Beans floating in mid-air? Definitely not what I expected. Not rating this game as I consider this to be unplayable with this error.
Oh no. Something definitely went wrong packing the game then. I'll double check the settings. Thanks for letting me know.
Thanks again for the report, DoobieDoctor5000. Figured it all out. Forgot to change one silly ini file in my rush to package at the end. It is reuploading as we speak.
Interesting idea. And for me it is double interesting, because I am from Konigsberg)
All that walking got a bit tedious. :)
But very nice presentation.
Skybox was flickering.
Oh, I love puzzles.
That little melody at the beginning was quite nice and relaxing as well.
I have yet to finish this... and have had some issues resetting some houses (I assumed leaving and entering them worked?), but this was a fun little game.
I like the concept.
I have some issues with the excecution though. The distances to walk are too long, and it is hard to tell which houses you have been to already. A little green light above solved ones or any indicator like that wouldve been very useful.
I also could not solve the big house, as it would reset whenever i went through any door in it.
Naksrifati, I can only imagine how weird it was to see the name then. Haha!
Talecrafter, noted about the walking and skybox. The original plan was to make them floating islands with a bit more visual interest in between, but there just wasn't the time. (I don't know why I thought there would be.)
Shasharala, I'm glad you liked the puzzles. Yes, exiting and then reentering resets the puzzle to a solvable state. It will also reset the puzzle if you go through the same door twice, which is something of a kludge on my part to save time with Kismet (UDK's visual scripting language).
Lars Faust, thanks for the feedback. The original plan would have included closing doors and the sky bridges connecting the houses rising up from nothing upon completing the puzzles. Completely ran out of time for that. Although your idea got me thinking that maybe a "score board" like object somewhere to indicate what has and hasn't been solved is a good idea also. Definitely something to consider for a further refinement of the idea.
A lot of walking, but the view was great. Also thanks for the PSA I was wondering why that was the case with Chrome.
Lots of walking, but an interesting take on the 7 bridges problem :)
388 Megabyte download?
Thanks for playing Cacciatc. Yeah, as you can see that's the going feedback so far. In a refined version I'll definitely put things closer together.
TBamberg, I'm glad you've heard of the problem. :)
leDragoon, yeah, thank UDK for that. Unfortunately it packages a bunch of overhead to run Unreal. (The UDK part was a challenge to me because I failed a previous jam with t and wanted revenge.)
Houses started resetting when I went through every door after a while (6/7), and the music stopped.. Was nice to listen to.
Soooo slooooow. Would be nice to have an ingame explanation. Presentation is very impressive. Overall really nice :)
Doos, hmm... must have forgotten to set the music to loop. Oops:)
Nonetheless. I was hoping to get a bit more feedback into the game for making progress toward finishing a puzzle (audio and visual) instead of outright saying "this is how you solve it". That bit is inspired partially by something Jon Blow said about The Witness which is that he thinks his lack of direct explanation feeds into the exploration aspect of the game. None-the-less (see what I did there? Ha!) I appreciate the feedback. People seem to be able to figure out and actually enjoy like these kinds of puzzles so I think this is worth fleshing out a bit and testing a bit more.
I'd also like to take this opportunity to thank everyone who has given me feedback on this, including the people who have done so anonymously with just a rating (can't wait to get those results). You all went a pretty long distance out of your way considering the *huge* download on this thing.
I wanted to try this but have mac :(
Very impressive use of the UDK engine, nice job.
Nice game! Great idea to use Graph theory here :)
Loved the music and whole presentation of the game. The only thing: I can't reset 5th house and can't figure out how to complete one room inside the house with 3 doors. You use one of the doors to enter the room and have 2 more to other rooms. Maybe I'm wrong thinking that the last door must be the exit, then you can use this room as last room :)
Thanks ra4king, I was getting "revenge" on UDK since I failed at a previous jam with it. Haha!
CoolIron, I just went back and looked at the map to see what you were talking about because there shouldn't be a room in that house with only 3 doors. Apparently one of my subtractive BSPs got out of order in the final version and, thus, didn't actually create the door like it should have... the puzzle is impossible and I'm embarrassed. :(
I was thinking that puzzles of this variety could include houses with 2 exterior doors to take the form like you describe. I didn't include anything like that, but it would be included in a fleshed out version (which I'm thinking might start happening in January). Other fun ideas I had would be using portals to make impossible architecture (thus forcing people to make graphs instead of maps), "one way" doors such as rooms with broken stairs (creating directed graphs), and also extending the idea of the puzzles to not just the houses but also the towns. In this version you were supposed to be able to get a notice if you managed to cross each bridge connecting the houses but only after you completed each of the houses. Since House 5 is impossible, that final puzzle is impossible to activate.
It does look very nice, although I'm sure the Unreal Engine helps a bit with that ;)