emanvidmaker 2021-04-26 06:13
Very fun clicky game its very satisfying to play
Foon → Ludum Dare Explorer → LD48 → Flood Fill Miner
By baturinsky
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 534 | 3.34 | 38 | |
| Fun | 685 | 2.93 | 38 | |
| Innovation | 180 | 3.73 | 38 | |
| Theme | 531 | 3.44 | 37 | |
| Graphics | 847 | 2.35 | 37 |
Very fun clicky game its very satisfying to play
Very clever game idea! It's really satisfying to hit a big chunk. :D
Funnily, I was thinking about making a match-3, but was too complex to code and went for a match-1 :wink: I see that you managed to do a match-N :trophy:
@thesnide Thanks! I have no art skills, but have some math skill, so on LDs I usually lean on some math-heavy logic puzzles.
I'm honestly not convinced I actually understand what I'm doing, but +1 to the satisfaction of carving out a big chunk pieces at once!
@kernon Thanks. It indeed can be confusing initially. I have outlined key points in the text below the game field, and also you can get better grasp of what's happening after playing for some time. But it takes some time:)
Very interesting variation of this concept. Will likely play more of it later.
PS: Graphics are completely blurry using Firefox but after switching over to chrome it worked fine.
@nekusoul It's blurry because each square on the grid is actually one pixel on canvas, which is upscaled a lot. And Chrome understands "pixelated" css property, while Firefox does not. I'll try to fix that.
This is one of my fav from this LD48 so far. Very satisfying and I enjoy these types games.
Things I liked: - interesting concept - I played it a few rounds so there's definitely something here to work with - I really like the upgrade system
Improvements: - some sfx to give more feedback to the user; and grade it's intensity based on how big of a move they made - screen-shake for the really big clicks - scoreboard to measure your most recent run with historic runs
Bugs: - This is how it looks in firefox: Screenshot 2021-04-26 201321.png
Added a Firefox-friendly version.
Like @kernon I still have no idea how to know when my game is going to end. Though, like others have said, even if I'm not quite sure I know what I'm doing, it feels good to watch a big ol' chunk of color disappear from my browser.
@fussenkuh Yeah, it's a bit not obvious initially, but field scroll speed gradually increases, so you will run out of moves sooner or later.
Interesting idea. Like others said it's quite satisfying to clear out large chunks of squares. With more feedback (sound, animation, make the points gained more visible?) it would be even better I think. I think I've understood how the game work, but it could be a bit clearer I think.
Not really my thing and I found it quite a bit stressful given how fast the blocks kept falling down (maybe it could be a bit easier/more forgiving in the beginning?). Nonetheless a fun and well executed idea!
@airwaffle Lol, you get the problem which is exact opposite of some other players. They get bored before losing the first time.
Idea is that you ARE supposed to lose, but upgrades, and try again, getting further (or, at least ,getting some more cash) each time. Maybe I should have start with bigger field, it takes some time for the game to gain steam.
Neat idea. Feels very original, and would make a great mobile timewaster game. I like the minimal graphics but would like to see just a little more theming come through. Also would be good to show more difference betwene the mined area and the rocks, while still previewing the floodfill.
I like the idea a lot, it is an interesting take on a matching game. This is the type of experience that would be improved immensely with additional visual or auditory feedback-- some particles for instance. Different tones depending on the type of stone would be nice as well, especially if the tone gave some feedback on how expensive that stone was. As it is, it's not reasonable to expect a player to consult the key every few turns to check the cost. Overall, cool idea that could be polished out to a neat experience.
@joel-davis Yeah, probably it would be better to fill already captured are with some distinct color, instead of the color of the newly captured area. Would make the code simpler too.
@microchasm Particles, sound and other sfx cold help indeed. Though, I could not pick the "right" sound effects, and only had time to add simple dollar particles.
Maybe with some polish it indeed can become a nice mobile timewaster. I'll think about it.
Simple and addictive! Well done, it was a interesting idea for the deeper and deep theme. The only thing that I think is missing are some sounds.
This was a fun game and I got better at it over time once I got the hang of it. It was well balanced between going for a large area or trying to get those small valuable pieces. Well done!
This game is simple, yet extremely addicting, I love it, wonderful job!
That was a lot of fun. A nice simple idea so easy to understand and you did an excellent job implementing it. Although the game didn't have fancy graphics I don't think it needed them. The visuals fit the theme and very clearly showed the player all of the relevant information (showing the point values in different colour text was a really creative idea!).
Honestly one of the most fun games I've played so far this event. Fantastic work! I softlocked by clearing every single tile on screen during a crazy time freeze chain, ha! Nice game! I'll consider that a win condition.
@100th-coin Thanks. There is "Exit" button for "stuck" cases, though it indeed can be considered winning a game too:)
Interesting concept! Progress is well balanced, making me want to see the next powerup and the deeper areas. After awhile I got tired of making decisions though, and I used spam clicking to make money faster. Sometimes you can click on non-adjacent tiles to dig, is that a bug?