FoonLudum Dare ExplorerLD42 → Deadlock

Deadlock

By geckoo1337

View on ldjam.com

CategoryRankScoreCount
Overall763.8731
Fun583.8931
Innovation1313.6531
Theme6132.9230
Graphics374.1531
Audio243.8930
Humor1
Mood443.7828

Comments

geckoo1337 2018-08-05 02:05

Rate mine - and I will rate yours. You can write your comment in English, Russian or French ++

jesper-k 2018-08-13 16:48

Really like the old screen and glitch effect! Adds a nice feeling to it.

Gameplay is fun, and the puzzles are great and challenging. Gets really challenging after a few levels. Audio is fitting perfectly.

Nicely done on this one.

kornel 2018-08-14 09:19

The game has very nice mood and feel to it, congrats!

coomzy 2018-08-14 18:23

Wow really great game. The graphics are simple but still good, cool work on the screen effect great that you're gonna share that with the community! I beat 10/10 levels and it had a nice difficulty curve. Audio was really good appreciated the mute key for the ambience sound (even though it was good I was listening to music). This was really fun and so polished, I only have 3 bits of feedback two minor and one potentially quite big.

Feedback:

1. Don't start the game timer until I've made a move! This allows me to think and stops me wanting to spam 'R' to reload everytime I actually want to go.

2. The player speed was a little slow. So I often knew the next 5 moves I was going to make, but I had to wait around for it to move, I know this sounds petty/impatient but when you're making lots of moves and restarting lots, it adds up.

3. Okay the big point now, and if I am wrong in my assumption just ignore this point. The purple squares seemed to move based on RNG, I think this is a real issue because sometimes they can randomly move into a path that should have been valid canceling out a strategy to finish the level, potentially making it impossible to finish. Or even worse if you need them to finish the level and they don't go where you need.

Still thought really enjoyed this, but was disappointed I didn't get a cookie for finishing all levels.

linus 2018-08-14 19:49

This looks like a really fun puzzle game, I can't play it unfortunately because the game isn't built for Linux :(

icxon 2018-08-15 09:32

Pretty interesting puzzle. While enemies movement is kinda unpredictable -- I love how it works in the result. This gives a bit of non-deterministic playstyle which is untypical for puzzles. At the same time I had some troubles in the last level. Awesome shader work!

Here is my playthrough:

https://youtu.be/f47qvNIc4HA

a333 2018-08-15 09:43

I have to say it's a really great entry. Aesthetics are awesome and the way you did them is also astonishing. Puzzles were really challenging, but fair. I'd also really like to know how you got that ambient noise, it really reminds me of my older machine with the floppy disk drive.

Also I'd be really happy to see the updated scripts, but just wanted to note that you are also obliged by the rules to share source code the way it was written for compo.

2018-08-15 16:23

Nice puzzle game! I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/M4_JaetxhkY

nam-nguyen 2018-08-16 23:48

A very very solid entry. I think this game should have had more people play rating it. I like the mechanic, and the nice thing is that in later stages you don't have to go with the solution that the developer intended to but create your own solution, which is really really nice.

seconddimension 2018-08-21 16:39

I played this for a long time, I really enjoyed it. Always a fan of these block-sliding puzzles. I liked the retro computer look you gave it as well, which worked well with the subtle sounds. I managed to do 8 of the 10 levels, then it got too hard. I think the enemies moved at random, so it made it hard to come up with a consistent plan.

wowa 2018-08-24 08:04

I like the game pretty much, it's simple and very logical. Except the purple "enemies", if they would have predictable behavior or a moving pattern i can figure out over the time, then it would be great. But nevertheless i had fun!

hexkritor 2018-08-25 05:33

Nice puzzle game. Good graphics and sounds. So atmospheric

vincent-knauss 2018-08-26 22:07

really liked the look and feel. The puzzling mechanic too seems intuitive and well executed

void-productions 2018-08-27 10:52

@geckoo1337 Although the game didn't suit the theme very well still loved playing it so much that i didn't even realize that I've played it through 7 levels.I liked the minimalist visuals of the game.Keep it up boy!!!Please do try our game too and leave your feedback.

simogecko 2018-08-27 11:50

very interesting game! I loved especially the sound effects as an old computer in the background, mood was also excellent! unfortunately I couldn't see how the theme fit. good job overall!

firesong-bard 2018-08-27 21:45

I'm really glad I stumbled across this gem! It's incredibly polished for a compo game. Your puzzle design was also fantastic; there was clearly a lot of thought into how and when to introduce new mechanics. I got stuck at the 9th level, probably from my failure to get a hang of how the purple blockers moved.

I absolutely adored your implementation of audio. The sounds were very simplistic, but all wonderfully in theme, and very well balanced. The failure sounds were properly punishing without feeling overly grating (I failed level 6 a lot in quick succession). The soft ambiance set the mood nicely without ever competing with your gameplay feedback sounds.

Excellent job! Good scope! I thoroughly enjoyed this puzzle!

ijskar 2018-08-28 12:26

This is really dope. Cool mechanics, looks good, fun sounds, all great. Only thing I wonder about: I've noticed the purple dudes behave in an unpredictable way. Does this not make certain attempts at puzzles impossible? How do you ensure, if at all, that each attempt can possibly lead to a successful outcome, if the right moves are made? Thusfar, I don't really see what these enemies add to the game other than frustration due to unpredictability. Also, not sure how this puzzle fits the theme of this jam. Otherwise a really great jam entry, one of the most promising ones I've encountered.

occultone 2018-08-29 06:13

Excellently polished, puzzle games are always my jam, and this was good to zen out to while I was not feeling well tonight. I think the mechanics were very solid, the audio was very well executed, and this looked like it would make a pretty great Mobile game.

Really fantastic job for a Compo game! I'm amazed at what you got done in the 48 hour limit!

nusan 2018-09-02 14:09

Great entry, it's interesting to figure out the rules by myself. The motion of the enemy sometimes feel random and it's hard to predict even if you know it will go toward you. The game is a bit too hard for me, too much possibilities. Anyway, keep up the good work !

gustavo-christino 2018-09-03 16:49

This time you made a Compo participation... Let me see...

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Evaluation ...

0 - Main Mechanics: Interesting and challenging puzzles (limited movement and defeat through lack of possible moves).

1 - Secondary Mechanics: The time bar seemed to contribute to the main mechanics in order to limit players more (I think it was a good choice). Each element in the game behaves in a certain way, in that sense they complement the main mechanics.

2 - Learning Curve: Each level is a different challenge. The main mechanics is not very difficult to master. At every moment the possibilities of movement are shown, so anticipating the next events is something that the player must learn (as part of the challenge of the game).

3 - Flow: In the first level the game is simple (presentation of mechanics, as quoted). In the second level it requires a bit more reflection, but it is still a challenge that does not demand much knowledge (for being the first ones, the facilitated does not exceed the learning, maintaining the flow of game). From the third level onwards things start to complicate (at least for me), with that, in some moments, there is more difficulty than skill on the part of the player, to work that limit of anxiety for not being able to pass of level is something that would be interesting (if you want to expand the number of levels in case of project continuation).

4 - Love Points: Interesting visual aesthetics. Simplicity of the presentation of the elements. Clarity of design. Diversity of mechanics.

5 - Presentation of the Narrative: There is no narrative, so there is not much to say about it (perhaps the game is more like "sport" than "story-based game").

6 - Art Polishment: The art created by code being polished depends on the addition of details and visual effects (but out of Ludum Dare's time), which could be done (as I see it), without losing the clarity of the design (otherwise, better keep as it is). Some elements (I called blocks) could be analyzed in order to know if they are self-explanatory (the image matches the behavior).

7 - Monetization Attractiveness: It fits like a casual game to me, for smartphones, monetizing for advertisements. In another sense, the game could fit as a puzzle within a larger game. Or even the sum of your collection of previous games could be sold as a set.

8 - Community Generation: I do not see directly how to create a community around that game specifically. Perhaps with the continuity of the project, or even addition of narrative, or who knows with the integration of a collection this can be done (if you create a Facebook page invite me to follow).

9 - Cultural Dialogue: The early art reminded me of some serials (both nostalgic and period). Something "neon", maybe. This may attract players to your game. As for your game to have an impact on the culture, I can not think initially about the path (as a single game). Note: the experience of experimenting was cool, I even invited someone else to experiment and compete (in order to see who could get past the eighth level (I could not)).

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wisstopher 2018-09-03 18:57

This is my favourite entry so far, I love the aesthetic, the on boarding of new mechanics for each puzzle and the implementation of the puzzles themselves. I love what you got finished in 48 hours!

knarf 2018-09-03 21:39

That's a great and clever puzzle game ! The gameplay was really clever and inspired with good taste. I loved the gameplay elements slowly induced with difficulty through levels, and had to make some retries to understand the logic it brings to the level, and then this seems all clear :) I was slightly annoyed by the feeling that randomness could come from the purple "drones", but that was only annoying at the tenth level and made me ragequit hahaha :) I think I'll try this last level later just for the satisfaction of beating a puzzle game but I just couldn't tonight XD The game aestetics and SFX are quite awesome, and fitting perfectly the mood of the game. I really think with some more time spent on level design that the jam couldn't allow and a bit of sadism, using all the content you've already made, that could make a really nice and addictive full game. Great job :) cheers !

andrei9 2018-09-04 18:29

Coool! Nice game :thumbsup: +++++