FoonLudum Dare ExplorerLD48 → Unearther

Unearther

By udo

View on ldjam.com

CategoryRankScoreCount
Overall4123.5022
Fun3313.5022
Innovation2413.6022
Theme5933.3522
Graphics4323.4722
Audio1783.6522
Humor2.376
Mood2923.5022

Comments

elsombrero 2021-04-26 07:58

really like the grahics But it's lag on my browser Idk if it's a bug

udo 2021-04-26 08:45

Hm... it does require 3D acceleration, but nothing too fancy. What's your hardware and OS? How much lag is it? When you hit the [i] key it shows you frame frate and CPU load, how much are you getting there?

I added an option with (graphics to low) does that help? It disables post processing but makes the game way less pretty.

tjm 2021-04-26 21:01

Interesting! I never really figured out the logic to how the goblins moved (I was able to beat all levels without doing so, but some of my solutions felt unintended; the game doesn't seem happy when you both win and die on the same move!). Most of the game elements were easy to read from the visuals, except that (at least on my screen) it was almost impossible to tell the difference between "impassable wall" and "open space". Music is nice!

vexorian 2021-04-26 22:07

I got stuck with the goblins level. I am still not sure what makes the difference between attacking them and dying. Got stuck for a while. The previous levels had very interesting mechanic ideas. Both lasers. The lava. Plus the graphics look nice.

There seems to be a glitch with goblins' model, after many restarts/undos, they start getting very jumpy.

udo 2021-04-27 10:32

@tjm thank you for you feedback! The goblins move to the right first, when they hit an obstacle they turn around, and when they hit a rock, they push it. Unfortunately, there is a bug that causes goblins to reset their state after the player uses the undo function, but time just ran out in the end (barely made it into submission hour). Winning and dying in the same move is a more serious issue that I'll have to fix, thank you for reporting it!

@vexorian thank you! You can't attack goblins. When you end your move in the same field as the goblin, you die. I'll have to test the goblin jumpyness problem...

vexorian 2021-04-27 15:02

@udo but sometimes digging earth above the goblin kills the goblin?

udo 2021-04-27 15:14

@vexorian yikes, it shouldn't do that :clown: that's a bug, I'll look into that later!

caeonosphere 2021-04-30 08:12

Ran into an issue on "Floor is Lava" where respawning placed me into a wall I couldn't move out of :(

Took me a while to figure out the rules: when I can move up, what the laser does (I assumed it made the object it hit passable, at first). Interesting puzzle design and some nice music!

triastase 2021-04-30 10:46

Cool game! I like that you started with a simple mechanic and added quite a lot of additional mechanics through the levels. The music is very nice and moody, too (and reminds me a little of the music in Protal 2, which I love)!

I ran into a few problems in the later levels, though: - In "Floor is lava", I died on my first try and then the player model did not respawn, so I could not move or do anything. This did not change when I restarted the level or selected the same level in the level select screen. After reloading the web page, it worked again. - In "Death ray" I also died on my first try and then always respawned already in the death ray, so as soon as I restarted the level, I was dead. - In "The gob-line" there was only one goblin on the right side of the level, and when I moved, I instantly died. This time the player model was respwaned, but I could not move. Also there were now four goblins in the level, which seems to be the expected behaviour. When retrying after reloading the page, it worked as expected, until I died again and could not move again. Third reload, a fifth goblin came from the right side into the level like the first time, but the four goblins were also there. When I died, I respawned into the left stone and could not move (edit: tried again and it seems like the player position is not reset after death in that level).

All in all, I enjoyed your game and am quite impressed with the amount of mechanics you were able to implement in the short amount of time, even though some in the later levels seem to be a bit buggy. I tried to explain the glitchy behaviour in detail, maybe that can help you with finding the fixes. :slight_smile:

udo 2021-05-01 01:35

@caeonosphere and @triastase thank you for trying it out!

I am so sorry about these bugs, I think I fixed it now. The worst part is that I think I introduced these when patching the previous bugs on Monday. :frowning2: I should have taken more time to make sure I didn't break anything.

roidz 2021-05-01 12:59

I played the version without serious bugs and i loved it! The gameplay clearly wins here from graphics. I managed to complete all puzzles and this game clearly haves potential to be a full (mobile/web)game.

It took me sometimes a few tries to understand the level hazards and such,but once i did it became really a lot of fun. Great job!

By the way: Thanks for making a version that i could play with the arrow keys instead of WASD. :)

conrad123 2021-05-03 03:46

Interesting! Loved the music and the vibe. I thought the art could have used a little bit of refinement - the lighting made it difficult for me to tell the difference between different types of rays. I also would have appreciated more instructions on the rules of the game - how the player moves, etc. But good job for the compo!

udo 2021-05-03 09:01

Thank you @conrad123 yeah time is very limited. The reason why I didn't put instructions in is that I thought figuring out the rules would be part of the experience of playing the game. Because if you already *know* how to play the game, there really isn't much entertainment left! The level progression - while it could have been done better - is designed to show you the rules one by one.

justcamh 2021-05-06 00:28

Hey matey, thanks for submitting your game to stream! I really enjoyed it, and I hope my feedback helps! Here's the vod if ya wanna rewatch later;

https://www.twitch.tv/videos/1011787711

udo 2021-05-06 13:06

Thank you @justcamh for taking the time to play it on stream! I agree with your assessment that the level design doesn't do a particularly good job of teaching a player the mechanics. That's definitely a thing I want to change for future LDs, because I made the levels in a rush. And regarding animation and special effects feedback, well, time ran out :laughing:

ptsnoop 2021-05-06 19:34

I disagree with some of the other comments - I think this game does a good job of teaching the mechanics and gradually introducing them as you go. Just one thing I would say, though, is that the death sound is quite a bit disproportionately loud compared to the rest of the audio. Although I suppose it makes sense that death is unpleasant?

Also: I really like the end-of-level high scores! That's a very nice touch. I'll have to have a look in the source code as to how you've done those.

staircase27a 2021-05-06 21:51

I think possibly a little bit of explanation when some of the more complex mechanics were introduced might have been helpful but otherwise it introduces the mechanics at a nice pace. It's a interesting puzzle with some nice mechanics and graphics. I also really like the end of level score tables.

udo 2021-05-07 09:49

Thank you @ptsnoop and @staircase27a.

Difficulty curves in puzzle games are complicated. Having made several puzzle games for LD, it's always the case that some people find the ramp to steep and others find it too shallow. I do stand by my decision not to post instructions on the game page though, because this exploration that the player is doing (is forced to do?) should be part of the content.

@ptsnoop I have used similar highscore things in past games. At the end of the level, the game makes a POST request to a very simple PHP script, with the level name and the number of steps. In return, the script tells the game about all the other attempts it received so far.

PS: just saw that the PHP server script wasn't part of the source on Github, so here it is: ``` header('content-type: application/json'); header('Access-Control-Allow-Origin: *');

$steps = 1*$_REQUEST['steps']; if($steps >= 3 && $_REQUEST['action'] == 'finish_level') { $bucket = $_REQUEST['level']; $hist = @read_data('hist', $bucket, 'stat'); if(!$hist) $hist = array(); $hist[$steps] += 1; ksort($hist, SORT_NUMERIC); @write_data('hist', $bucket, 'stat', $hist); }

print(json_encode(array('result' => 'OK', 'h' => $hist))); ```

notan-lemon 2021-05-07 11:23

I completed the game. Here's my feedback: * Why move counter? It heavily disincentivizes players to experiment, and generally it is not a good idea to add it to a puzzle game. This is especially acting bad in your game, because it seems to have complex rules and experimenting is essential for understanding them. (If you see someone having 100+ steps on the scoreboard, that's me :stuck_out_tongue_winking_eye:) * I feel like this game has good potential to be intricate in an interesting way, especially with the white laser. I'd love to see what you can do further with it. * The flashing undo effect is too bright. * I love the mysterious music very much.

udo 2021-05-07 18:30

@notan-lemon thank you very much for your feedback. Obviously we disagree completely on the movement counter. A lot of complex puzzle games have performance counters, look at all the Zachtronics programming games. The very few people I actually watched as they played the game were actually encouraged to experiment, **because** of the counter ("can I do it in less..?"). I disagree strongly that the counter is generally detrimental.

> *(If you see someone having 100+ steps on the scoreboard, that’s me)*

I feel that's fine though. My intent was not to pressure anybody. If it was, I would have put in a requirement to solve the level in X steps or in X time.

I have to admit this feedback got me thinking a lot, because I often put these counters into my LD games. Over the years, they have been received very well so I never gave them another thought. This is the first time I'm considering an "opt out" button for my next game.

> *I feel like this game has good potential to be intricate in an interesting way, especially with the white laser. I’d love to see what you can do further with it.*

None of my LDs have been developed into actual games, few have even seen post-LD versions. I am tempted sometimes, but I usually chicken out when it comes to making them into real projects. The nice thing about LD is you try your absolute best for like 48 hours, and then you're done. Either the game is brilliant, or it's so-so (like this one), or it's a failure. Any of those outcomes are totally fine. That's what I like about it.

notan-lemon 2021-05-08 02:56

Oh no! I didn't mean to pressure you to make this game into a full game. What I wanted to tell is that the white laser is something unusual to see in a puzzle game, and I really liked it. If you decide not to keep working on it, that's totally understandable.

udo 2021-05-08 09:40

I know, I know :slight_smile: I'm just curious how other LD participants perceive this, that's why I described my perspective. There was one puzzle game I made for LD a while back where I was really on the edge of making a full game, and I sometimes regret that I didn't...

@notan-lemon I just stumbled across your puzzle game by accident, and I just want to say: it's an amazing concept, very well done!

blubberquark 2021-05-12 17:33

Looking at the comments, I don't think this game is too easy, or discouraging experimentation. The puzzle design is not as "tight" as in A Good Snowman, but that's not necessarily a bad thing, and the "loose" puzzle design synergises with the turn counter.

human-writes-code 2021-05-15 08:37

An interesting idea. I found it a bit challenging and ended up getting stuck on a level. I feel like there's a good puzzler here but it just needs a bit of refinement (obviously, that's always going to be a challenge in a 2 day jam). Good work!

monkosum 2021-05-15 13:15

It's impressive that you managed to implement that leaderboard thing that I forgot the name of. Actually, It's impressive how much there is in this game. You have a lot of mechanics, a well made main mechanic, a reason to repeat levels, a polished, fitting music track, and the list goes on. Overall really nice job.

mikouaji 2021-05-15 20:46

Very nice, played the browser version and it played ok, some levels seemed to be a bit weird but nothing bad. The only thing that bothered me was the dying sound, a bit too loud in contrast to other effects

chrisap 2021-05-15 21:22

Wow this is very impressive using only the Three.js library! I made a doom clone with it once and it took me so long to make and I dread it ever since. The puzzles are fun and mind boggling, the coolest part for me was seeing the number of steps others used to solve the puzzle and challenge myself to find a more optimal solution. I was initially a little confused as to how the ghost ray worked but I figured it out and managed to beat all the levels with either the least or second least number of steps! Congrats! <3

matthewrobo 2021-05-16 18:28

Not usually a fan of block puzzles but this game was pretty tight. I was surprised to find myself actually retrying levels to get the minimum movement count.

That being said, holy moly the Death Ray sound effect is so loud that it jumpscared the the first time I got shot.

... _aaaand_ the third time.

... _aaaaand_ the forth.

The second time I was ready though. That one was on purpose.

nonumbersgames 2021-05-18 19:19

Nice level building animation. Lighting and music really set a good mood. Also quite satisfying sounds, really felt like I was munching on gravel while burrowing.

So many mechanics, and a good amount of levels, its really nice. Also having a leaderboard helps engage in exploration of mechanics to find most efficient paths.

Would have liked an indicator in level select which levels were not perfectly solved, but maybe that was my bad for rushing through levels on first playthrough.

Overall was a really interesting and enjoyable experience.