FoonLudum Dare ExplorerLD41 → Core Dunk

Core Dunk

By stevenjmiller

View on ldjam.com

CategoryRankScoreCount
Overall434.0044
Fun2483.4445
Innovation304.1644
Theme544.2245
Graphics1983.5944
Audio2213.1941
Humor4312.3940
Mood3113.0843

Comments

damien-remars 2018-04-23 11:27

A bit complex at start but fun to play. The game froze when attempting to swap commands.

stevenjmiller 2018-04-23 15:39

@damien-remars Thanks for playing! I haven't been able to replicate the bug, do you have any more details or a rough estimate of how many commands were present?

mathiouza 2018-04-23 15:56

Too cool, I am not ready to play the the complex levels now, but I will do it in the future ^^ And I think I do not have to play more of what I played to say that is a good game ^^

Really nice concept !

Keep coding !

benskca 2018-04-23 17:05

Took me a minute to get used to the UI but once I did it started to work really intuitively. Using an assembly-like language for a sports game is an awesome idea and really embraces the theme!

articulated9 2018-04-23 17:06

This was an utterly unique entry! Well-executed and well-documented. Interesting blend of programming game and turn-based strategy with a sporting theme to boot!.

Really strong entry. This deserves to score highly!

chuck-zelvis 2018-04-23 17:15

Wow, good job! Took me a lot of time to complete all levels, but it was a time well spent. The concept is perfect for a gamejam game.

stevenjmiller 2018-04-23 18:01

@chuck-zelvis Thanks for playing! I honestly wasn't sure if anybody would bother with the last two levels, so I'm happy to hear otherwise!

chaseplays 2018-04-23 22:44

YES YES YES!!!

I FINISHED ALL 8 LEVELS!!!

Alright, now on to my real comment.

You made an great game, here. It was pretty complicated, and often times awfully confusing, but still had lots of great moments, followed by a rush of satisfaction after every level.

The game itself was almost flawless. The formatting of everything made sense, at least after you understood it, and a lot of the game design was interesting; specifically the several "tests" of every level. The programming aspect of it was perfect. All of the lines made sense, and were well documented. The puzzles were also fantastic, and the idea of having several examples was brilliant. Finishing each puzzle was incredibly satisfying, and everything worked fast. My only criticism in the core gameplay was that you were forced to try every test at once, rather than just trying one at a time. Obviously the "final solution" of each level necessitated that every test function, but I often times simply wanted to try one test, or had created an infinite loop that prevented me from moving on to test 2.

The main problem in this game, though, was the learning curve. By having a bunch of puzzles alongside a wall of text, you've run into a similar issue as Calor (which, by the way, I *still* remember because of its amazing battle system). Given the genre of Core Dunk, it was much more forgivable here, but I do think the complexity is likely to turn people away from the game. By making the pacing more gradual, and only introducing mechanics in the levels where they're first used, it would have made the game much more approachable.

Finally, the graphics and audio were perfect for this sort of game. They both communicated a mellow, ambient mood, and complimented the puzzle nature of the game very well.

Overall, you made a fantastic game! Despite its steep learning curve, it was incredibly polished, fun, and interesting to play. Great job!

batmanasb 2018-04-24 04:50

oh boy... you'll have to forgive me for taking a while to try your game but that wall of text is scary af. I'll need a few days to build up the courage first, lol.

stevenjmiller 2018-04-24 07:18

@chaseplays Thanks for playing! This comment is probably going to be a bit long, but I agree with everything you said, and I thought I would provide some insight into why the game turned out like it did.

The results and feedback I got from Calor had a massive impact on my design philosophy, and even though it is now nearly a year in the past, Calor and the response I got from it still inform most of my decisions when it comes to mechanics. My biggest takeaway was that for every mechanic I put in, I have to be ready to spend as much or more time making it understandable, and I realized that just because I can implement a mechanic doesn't mean that I should. It is part of why I've been making a lot of tile-based puzzle games, where the mechanics are more intuitive and can be easily communicated through level design (though it helps that I love the genre).

This game is a bit of an outlier among my current games, but this was kind of intentional. When the theme was announced, I was actually rather disheartened, as I haven't strayed very far from pure puzzle in the recent past, so the prospect of having to throw in an extra genre that I was unfamiliar with was not an attractive one. At the same time, I wanted my blend to be more meaningful than just a puzzle game with the backdrop of another genre. For example, some of the games that are half "dating simulator" don't actually make use of dating simulator mechanics, but rather have a story that involves dating or have aesthetic changes like heart-shaped bullets. In the end, I'm not sure how significant "sports" really is to this game, but this thought process is why I didn't just made a tile-based puzzle game and call it good.

After a few scrapped ideas, I eventually ended up with this one, but it was mostly out of necessity. It was already 6 hours after the theme announcement, so I knew I needed to get started on something. At that point, I had decided that this event would be a bit of a throwaway, just a chance to make an experimental game that would do poorly but keep my LD streak alive.

I went into this game fully aware of how quickly it could turn into another Calor, where the mechanics are fine, but buried under so much clutter that they aren't really worth the effort it takes to learn them. That thought made it very difficult to keep what little motivation I had alive. I actually almost scrapped the game several times, including once only 8 hours before the deadline. I eventually decided to just go through with, but I had kind of convinced myself that it would be a failure.

A couple of hours before the compo ended, I showed the game to a few people, and that was when I realized it might have some potential. After that, I threw in as much extra visual feedback as time allowed. Previously, there wasn't going to be an in-game tutorial/guide at all. I planned to throw the game and manual in a folder and call it good. The in-game manual was actually the last thing I did, and it was added with only twenty minutes to go, thus why it looks so thrown together.

Overall, I guess the point is that I had given up on this game long before it was done, and I think that it shows in the lack of tutorial and steep learning curve. I wasted a lot of time trying to think of new ideas so that I could scrap this one, and I think that the game lacks polish as a result. I'm really happy (and kind of surprised) that people seem to be enjoying it, and I must admit that it was refreshing to finally make something this experimental again, though I can't say I'll be doing it again any time soon.

stevenjmiller 2018-04-24 07:24

@batmanasb That's fair, though I think this means I should be able to count "visual novel" as one of my genres.

pixel-boy 2018-04-24 16:49

Hard but really interesting, nice work !

petitpois 2018-04-24 21:14

Interesting combo - quite challenging though - Cool entry

chaseplays 2018-04-25 00:54

@stevenjmiller This makes a lot of sense. Your game was incredibly polished, and your recent games had taken so much from Calor that I was surprised to see that this game was facing Calor's problem again. While this was definitely a problem, I've started to realize that something was gained at the same time.

By providing only a set of documentation for your game instead of presenting it gradually through level design, it made each puzzle much more daunting, but also incredibly satisfying. It required me to put in more effort than usual, and every level took more research and critical thinking than I expected. You also presented the mechanics at a somewhat gradual pace - it was just the wall of text that was scary.

While using your typical level design would have made the game much easier (and possibly better), I do believe that something would have been lost in the process. I felt really excited after beating the 8th level of Core Dunk, and I wouldn't have felt this way with typical level progression. Great job once again!

gamesplusjames 2018-04-25 02:29

Really interesting combo. It was really hard at first, but it started to make sense then :) Another great jam entry, keep up the good work :)

flatgub 2018-04-25 07:10

I love puzzle games like this, this is so much fun! I'm pressed for time right now so I only played it a little bit but I'll absolutely come back to this, there aren't enough games like this!

batmanasb 2018-04-26 03:04

Thought process: * oh man, this guy wants players to learn his variant of assembly just to play a small game?! fak it * omfg how does anything work... * this is pretty easy once you figure out how it works * how the fak do you steal a ball?! moving through him doesn't work! the instructions don't even mention this shit * oh lol, I can make the enemy team pass the ball... someone report me for hacking * yup, this is the perfect script for 2D basketball, too good for this game, literally beat all the tasks in a row on the first run! gg * oh my faking god, why would you switch positions of the ball, dick move! but I can take it, like a man * OMFG fak you, you also switched the positions of the enemy players! * OMFG this guy just made me write an if/else statement in BB Assembly, I can't believe you've done this... * oh boy, and that was only level 6/8 (R5) * omfg, are you just throwing in every edge case into one level?! Do I have enough lines for this shit? * shit like this is why I saved your game for later... * hmmm... if/else statements to the rescue! and my code got shorter then last time! * last level? bring it! * fml * hehehe, I see the trick here! there is always enough space between the two reds ;) * I'm going full Globetrotters on these red noobs * gg wp

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batmanasb 2018-04-26 03:10

Welp... back to back 1st place here you come

skullpixel 2018-04-27 01:31

You really did a fantastic job with your entry Steven! I'm impressed you built an entire visual programming system in 2 days! Congratulations, and I can't wait to see your entry up in the winners!

fazz 2018-04-27 14:21

This is a really great concept, and about as intuitive as assembly gets. I really enjoyed it, but I am a programmer, and from what I've seen a lot of non-programmers bounce off these sorts of games. It's sad because there's nothing more satisfying than coding an elegant solution. Bold choice. Thanks for the game!

designernap 2018-04-27 17:11

this is a really impressive entry and I am saving it to come back and get to the later levels. Really nice work.

gerardb 2018-04-28 00:21

Complex at first but holly molly, what a great game

andrey-voznuyk 2018-04-29 10:09

Great work, perfect game for those who love puzzles. And of course it's very impressive when someone do such a hard things in a few days:smile: Congrats!

hisfantor 2018-05-02 13:41

that was a great game, you made the programming not over complex, but still to a point that"s interesting, we solved all the puzzles but our code was kinda messed up in 7 compared to your solution. but that's what coding is about, I like that you left so many possibilities in the game that allowed the player to create a lot of different solutions for the puzzles. also the puzzles were great, the perfect amount to get harder over time but not repeat itself. good job.