FoonLudum Dare ExplorerLD42 → All The Things!

All The Things!

By snowdrama, rot_god and arc1llusion

View on ldjam.com

CategoryRankScoreCount
Overall8853.1137
Fun9002.9137
Innovation7063.0737
Theme4693.6338
Graphics8193.0838
Audio7272.3934
Humor8382.0132
Mood9462.6433

Comments

mrserp 2018-08-14 02:29

I loved the art style and the screen transitions were a very nice touch! Tetris meets interior decorating is definitely a great fit for the theme.

sharky3188 2018-08-14 02:36

I tried the browsers version and it didn't work for me at all unfortunately, screen was cropped weirdly and no graphics shows up. I ended up downloading it, and enjoyed myself a lot more. I like the feeling of placing furniture in logical positions, until you start running out of space and just place stuff everywhere. Nice simple art style. The controls are a bit confusing at first, but once i got used to them they were ok. I didnt quiet feel the theme of it being a digital hard drive, it felt more like a interior designer running out of room, maybe a few more digital effects could sell that idea more. Overall it was well made and i enjoyed myself, good job.

snowdrama 2018-08-14 03:16

@mrserp Thanks! Yeah I thought it was a pretty cool idea.

@sharky3188 Yeah the browser one is broken because I use a custom shader and it doesn't work in WebGL. I meant to take it down when I found out it was broken. I definitely understand what you mean about being an interior designer, the game was originally about a guy who hoards stuff in his house. That being said the HDD theme was kinda last minute due to art assets/textures, I didn't have time to make detailed wall/floor meshes, and @rot_god unfortunately didn't have time to do unwrapping for textures so I couldn't even use generic wood textures. I had to make one thing that would overhaul the theme which was why I went with the wireframe look. The models that @rot_god had made were already furniture pieces so either I used them, made new models, or I would have just had plain cubes which may or may not have been more appropriate, we'll never know hahaha! The controls are definitely a point of contention, I really liked the idea of a virtual cursor a lot since it would allow the game to support gamepads and I love when games have gamepad support. In reality, just using the mouse would have been better for PC players. Anyway Thanks for playing!

lexyvil 2018-08-14 04:09

Quite original. I got to the point where I had to rush to get the third room installed a few times, before having a game over.

snowdrama 2018-08-14 05:57

@lexyvil Thanks for playing! I'm still playing with balance on my end, the RNG for the rooms can be brutal because of the 90 second wait time between room spawns. Get 2 or 3 1x1 rooms in the first like 5 pieces and your basically screwed. My thoughts are to have wait time for the next piece be dependent on how big the piece is. So for example a 1x1 may be a 30 second wait, but a 2x2 might be 90 seconds. Room objects start spawning at 5 seconds apart but that shaves off a tenth of a second every piece until it's every 2 seconds. Which is the fastest the pieces will spawn. We want the difficulty to be challenging but not brutally so. We'll get it eventually and I'll do a post jam version with all the feedback

pyjamaboy 2018-08-14 06:31

Quite the interesting game, I found it rather difficult though got the hang of it! Reminds me alot of tetris!

snowdrama 2018-08-14 13:37

@pyjamaboy Yeah the controls are a bit complicated for sure. Tetris is kinda what we were going for, tetris if you could expand the playing field and you were inside of it. Like a Tetris labyrinth.

huskitch 2018-08-14 23:37

Love the wireframe

chris-coe 2018-08-15 01:37

Pretty interesting concept. It took me several tries before I got the hang of the controls. Kinda too much info thrown at you at once. It wasn't until my last playthrough that it occurred to me the reason I was having trouble placing items on the edges of rooms was because the blue round thing was my character, and I had to move it. Then I realized you had to leave space to move around... ha ha ha. Oops. I got better.

poio 2018-08-15 01:53

Nice interpretation of the theme. I gave it a few try and reached 980. The collider of the player is a problem when it comes to placing long tables horizontally. Once you get this, you basically can rotate everything vertically, and fill the room on from right side to the left. But it really feels like an exploit.

It would be nice to have some objects with complex shapes, like the tetrominos, to ensure the player has some actual computing to do. :D

ernest-mccracken 2018-08-15 15:50

Neat graphics! The controls made my head hurt a bit but I love the style!

drtizzle 2018-08-15 19:08

I really wanted to play this but sadly it did not work on my system. It might be a Mac thing? This is what it looks like: Screen Shot 2018-08-15 at 21.04.55.png So, unfortunately, I cannot give you a rating.

player-2 2018-08-15 19:17

Personally i was not a fan of the graphics seeing as the main character just looked like a Unity Cylinder with a mesh. However, the game play was fairly good throughout but there was a serious lack of music, with the only audio being a beep/click sound. There was a lack of different shapes, such as an L shape or a T shape to make the game harder. However the game does fit the theme given. Finally i felt like the controls were very well done, with there being a difference between room view and model view.

nuriko55 2018-08-15 19:57

I think the game is pretty funny and I really liked the design. Maybe you could simplify the controls. Nice job :)

snowdrama 2018-08-15 20:20

@huskitch Thanks It was a last minute addition so I'm glad people have liked it.

@chris-coe HAHAHAHA I figured that would happen for a few people, it's the one thing that initially throws people off, it's basically a twin stick shooter where instead of aiming the stick at an angle, there's a radius bounded cursor. Glad you were able to figure it out and actually give it a go.

@poio complex shapes were definitely something we thought of, but by the time we had the code implemented to allow for complex shapes and we were sure we could do them, it was after all the models were done for the original concept.

@ernest-mccracken Yeah they aren't immediately intuitive, the best way I've explained it to those having issues is that the game is basically a twin stick shooter. WASD/Left Stick to move, Arrow Keys/Right Stick to aim. Glad you liked the graphics

@drtizzle That sucks, I'll take the mac one down in a bit. Looks like the same issue that WebGL is having due to the shader I used. I am working on a fix so that it runs on platforms that don't support the shader, I'm just not sure what it is that's causing the issue.

@player-2 The main character is 100% the default cylinder with the same wireframe shader that everything else has. The graphics were planned to be fully textured, and the player was going to have a model, but @rot-god had only a few hours over the weekend, this meant we got the object meshes done but it prevented us from getting the objects textured or have time to make a main character. The lack of variety came down to a similar problem as the rest of the objects we also didn't originally have tech built to allow for T or L shapes(Objects were exclusively width * height) so I didn't originally count on us fixing it in time, therefore when asking for meshes I made sure the meshes fit a rectangle. We eventually got it working but it wasn't until the end of day 2 and we weren't able to go back and add meshes. As for music @danieljmus, who I normally work with for jams, was busy and so there was no music for this jam. Lastly thank you, I actually really liked the controls, this idea of a radius , they are something I was experimenting with for a much different game so it's good to finally get some feedback on them haha.

snowdrama 2018-08-15 20:32

@nuriko55 Thanks! I thought it was pretty funny too, I'd love to do a second pass to really lean on what the game ended up being, originally it was about a guy hoarding stuff in a house and we switched it last minute due to lack of textures, no character model, and having furniture models. As for the controls, originally we only allowed the player to place things directly in front of them, basically removing the need for the second axis, but in practice it made it next to impossible to play just due to the nature of the precision needed to fix pieces next to each other. Some parts were not able to be placed based on their orientation, for example the 1x3 couch, when the player was facing down, could only be placed horizontally as when aligned vertically, the upper section of the couch collided with the player, not allowing them to place it. The virtual cursor ended up being the best solution to this issue. Besides having the cursor snap to a grid, I don't know how else we could simplify the controls and still make the game playable.

snowdrama 2018-08-16 15:01

@drtizzle I have uploaded a new version for mac and WebGL where I've overhauled the graphics to use textures instead of the custom shader if you are interested in playing the game still.

drtizzle 2018-08-16 17:58

@snowdrama I played both the WebGL and the Mac version, and they work just fine!

Very interesting game! It definitely has an original concept. It took me a while to master the controls, but after that, I was as fast as lightning. Also, the visual style is really cool! It would've been nice if there was more strategy involved, instead of randomness. Now the player is really dependent on the items and the rooms the RNG gives you. Also, I think it would be better to be able to place the furniture with your mouse.

Overall a very solid entry!!!

ps. my score was 2880

tymus 2018-08-17 09:52

Lots of controls, I like the game, kinda weird to have an avatar moving around in memory space but it's part of the fun. I enjoyed it :)

anubhav-kashyap 2018-08-17 11:28

The idea is good, though I think there were too many controls. But that's the only negative thing, because the game itself was great and I had a lot of fun playing it :smile:

snowdrama 2018-08-17 15:55

@drtizzle Thanks! The controls seem to be tripping more than a few people up a bit, but I didn't expect it to work for everyone. The keyboard controls are super un-ideal and if I hadn't been targeting gamepad players so much I probably would have used the mouse, but I used this opportunity to design a control scheme that I felt was appropriate for if the game had been say a PS4/Xbox One/Switch game, with PC kind of falling on the wayside a bit(although maybe I could just map the mouse to the virtual cursor... hmmm didn't think of that at the time) Yeah we realized that the room RNG can really screw you over, I was thinking about how to balance that but ran out of time to actually implement it before the jam. Right now you wait 90 seconds for a new piece but I figured that time could be dependent on the size of the room you get. Say 15 seconds per grid space. that way if you get a 2x2 you wait 60 seconds for the next piece, where getting a 1x1 doesn't kill you as you only wait 20 seconds for the next piece(These numbers I worked out from average piece taking up 2 blocks, the room having 25 spaces, and each piece being added to your inventory every 2 seconds at it's fastest. if every piece is a 1x3, it would take just 8 pieces before you couldn't place one. with the 8th piece spawning at 16 seconds, a 15 second room time would mean that if you ONLY got big pieces you could survive long enough to get the next room, RNG be damned, with my only worry that the game might be too easy if RNG gives you only 1x1 pieces) Game balance still needs lots of work for sure hahaha. That's pretty good, I think that's better than I've gotten(I totally forgot to save my highest score whoops)

@tymus Thanks! Yeah the controls make more sense in context of a PS4/Xbox One/Switch controller. It was a weird concept for sure, I've mentioned in other comments that the game was originally about a guy hoarding stuff in his house which is why the objects are all couches, chairs, vases and tables. The pivot to a Tron-esque theme was only when we didn't have enough time to make textures for all the objects/rooms/player etc. It allowed us to quickly apply the wireframe and switch up the theme.

@anubhav-kashyap Yeah the controls are a bit rough, they were designed with a gamepad in mind(I used a wireless Xbox One controller), using both analog sticks, the left and right shoulder buttons and all 4 face buttons. The Keyboard controls are messy because it's hard to have the rotate/switch piece/switch mode where they were accessible at all times on a keyboard. I'm considering making some changes and adding mouse support instead of the arrow keys, to make the game more accessible.

unitedfailures 2018-08-18 05:22

This game was pretty fun, you should probably consider making the instructions clearer though because it took trial and error for me to finally get the controls down.

Fun game though.

tymus 2018-08-18 06:20

@snowdrama being smart about rendering and the graphic aspect of your game is a good way to jam, you did well :D

carlos-giraldo 2018-08-18 08:11

Yea, it was hard to understand the controls plus it seemed to me fairly frustrating trying to position myself. Liked the shader!

steffo 2018-08-18 09:07

Score

Great execution and nice wireframe graphics!

I'd suggest adding more complex shapes as furniture, as in Tetris... The game gets a bit too easy with only 1x1 and 1x3 pieces :smiley:

mrtroy 2018-08-18 16:08

Saw the instructions screen and panicked that I wasn't going to have time to do anything! Once I got the hang of the game/controls, I really started to enjoy it!

snowdrama 2018-08-19 20:46

@unitedfailures Yeah I wish I had time for some kind of idk tutorial? Or at least more detailed instructions. Most people get the hang of it after their first play, so I think that's all it would have had to really do is give a bit more control context.

@tymus Thank you!

@carlos-giraldo Yeah the controls are hit or miss, the challenge of positioning and being able to place objects was the point however. The idea for the gameplay literally was "You have to place walls to your own labrynth" but we know that the lack of balance between creating new rooms and needing to place objects make the game grow too difficult too quickly.

@steffo Nice! 2000 seems to be a sweet spot for points due to the RNG from what I've experienced. There were other objects planned, but there were issues with other sized ones, there were 1x2s almost ready but there was an issue with getting them placed correctly. objects always center at the middle, so only odd numbered width/height objects worked. so 1x1 1x3 and 3x3(or shapes that fit inside that shape like a + or large L shape) would work but any strange shapes wouldn't work. I didn't think of it when initially making it, and so it prevented any other types of shapes from working. I would have had to rebuild how placing objects worked to get it working and I didn't catch the limitation until Monday morning.

@mrtroy Hahaha yeah it's pretty heavy and has lots of info. Glad to hear you enjoyed it!