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Exit Condition: Zero
Exit Condition: Zero
By godsboss
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 232 | 3.55 | 22 | |
| Fun | 230 | 3.45 | 22 | |
| Innovation | 288 | 3.35 | 22 | |
| Theme | 357 | 3.47 | 22 | |
| Graphics | 343 | 3.32 | 22 | |
Comments
I enjoyed it. One critique would be to allow it to loop an extra time or two when the victory condition is met because on some like lvl 5, the inverter pulser stops sending the pulse but it happens so fast it could be confusing as to what's actually happening.
Fun, original puzzle game. Good stuff.
cogcomp
2020-10-05 18:57
Reminds me of an old C64 game "Deflektor". Had a hard time getting used the userinterface. Once you breach that wall it's a nice challenging game with some fun puzzles though. Great work!
Nice! For a jam game it has quite a bit of tutorial. I wonder if those tutorials could have been left as regular levels that slowly introduced new tools to get the jobs done. Good, thorough work though!!
gilborn
2020-10-05 19:06
Great puzzler with impressive amount of content. Couldn“t beat the last level. Good job!
oxropy
2020-10-09 17:50
nice little puzzler. it would be nice if there was an indicator which levels you have already played, or that you are moved from one level to the next at the end, or i missed the function.
Great entry, very polished given it's a compo entry. the actual levels could have made more use of all the mechanics explained in the tutorials, but I guess missing time is to blame for that. The fact, that there's this amount and quality of tutorial levels in a compo entry is kinda amazing. Of course some basic sound effects and maybe some background music would be nice.
god-colo
2020-10-11 11:16
Nice way of introducing new players to the game! And I love the pixel art! Greato Jobu! :smile:
Thank you so much for the tutorial! It's really obnoxious when a game throws you into itself without letting you know how to play it! Also epic theme execution!
kantieno
2020-10-11 18:13
This game had a nice bit of complexity! Lots of reading to get started but it has nice mechanics and was enjoyable. I think you did a good job with the tutorial!
wabble
2020-10-11 19:54
Som many block with different functionalities!
Wow! I liked the concept! Please visit my game too and rate it! https://ldjam.com/events/ludum-dare/47/the-dumb-robot
samps
2020-10-12 16:38
I beat all the levels, but the second to last level was confusing. It clears when one of the beams hits the starting block, even though another beam hits a "zero"-block. From the tutorials it seemed to me that the objective was to have no beams hit a zero.
I also thought it was a bit of a bummer that when selecting an action it highlighted the available blocks - giving a bit too good of a clue to the player on how to beat the level. Though I guess having all the actions available for all blocks would make puzzle design too difficult and time consuming for a jam game.
I enjoyed beating the game though, and the amount of content and the depth of the tutorials was very impressive for a jam game. Good job.
tayo
2020-10-15 04:49
Super cool game! I liked the idea (CPU) and the mechanics. I was really motivated to play all the levels. The game had many cool ideas for different blocks.
Only suggestion is a UI one. If the player comes back to the starting screen after each level it can be confusing which level their were playing last (also too many title screens).
Other than that really well made entry.
godsboss
2020-10-17 09:34
@tayo: You're right, it was a mistake to send the player back to the title screen. Should have been something like "Next level?" or so. Maybe in a post-LD version.
godsboss
2020-10-17 10:19
@samps: The reason this happens is that the beam hitting the beam source disables it (for the next cycle of beams). A level is won when no beam hits a zero block during a cycle. As there is no beam for the cycle at all, the level is won. I agree that this is confusing, should have included another beam there.