iluvatar 2021-10-04 13:52
This is well made game. I really like the tetris-like idea of fixing up a house. I mean, this could easily be a full release game for android or something. Well done friend. Extra kudos for submiting as COMPO :)
Foon → Ludum Dare Explorer → LD49 → Home Renos Inc.
By pincushion
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 334 | 3.34 | 24 | |
| Fun | 432 | 2.90 | 24 | |
| Innovation | 144 | 3.70 | 24 | |
| Theme | 303 | 3.47 | 24 | |
| Graphics | 272 | 3.43 | 24 | |
| Audio | 204 | 3.36 | 24 | |
| Humor | 121 | 3.29 | 24 | |
| Mood | 358 | 3.00 | 24 |
This is well made game. I really like the tetris-like idea of fixing up a house. I mean, this could easily be a full release game for android or something. Well done friend. Extra kudos for submiting as COMPO :)
Holy intricate systems batman! How you implemented this logic in a compo game is beyond me. Cool music too. Cheers! :thumbsup:
I had quite the hard time figuring out how the game and controls work, even after reading the "how to play", maybe doing things more with the mouse and having a free camera might have helped
I loved the music and the mood!
Damn, you've made this game so well, i tried to break the placements in so many ways but i couldn't even see the slightest bug. I love the "nope" sound effect too, well done!
@iluvatar @gus-the-shark @shp @guine @florianbald Thanks so much for playing guys!
@florianbald Oh there are bugs. I'm glad you didn't see any :)
@shp I was worried about that. I spent much of Sunday trying add/change things to make it more intuitive. I had some troubles making it usable with a free camera. The 4 positions was a fallback. I appreciate the feedback.
A fun stacking game, as far as I could tell. Trying to frantically fit more pieces into the wall was fun.
The 3d models we nice looking and the background music made me feel nostalgic for whatever reason.
Some of the objects were kind of hard to gauge how much space they took up. The large amount of unused space in the middle felt like it could have been used. Like maybe stuffing unused objects into the middle would increase a 'decoration' value or something.
Some of the block structures had graphical glitches that made them a little hard to read. I would have liked more small (1-3 blocks tall) pieces so it felt more like building a brick wall. With all the 4-high pieces I usually just resorted to smashing it in wherever I could get a free slot. The 2x2s made me feel like I was playing cleverly.
Impressive work for such a short time. (:
Really like this game, it took a bit to figure our what could be placed where, but I think I got the hang of it. Was really cool how you adapted a well-known block stacking concept to use a brand new theme and set of mechanics. Love the "Nope nope nope" :D
I got to the third level, but felt like the gameplay didn't change much between the levels. I think the countdown is a bit unnecessary. Please don't start the countdown until I've finished reading the intro text!
This was clearly an ambitious project. I too thought about the stability of houses. I like that your game addresses a very real issue of housing, and helps raise awareness.
From a big picture, this game hits on the theme, but from a gameplay level, stability doesn't really play that big of an effect. And the blocks wearing out over time is... well it speaks more to the quality of the materials than the stability of the house. The stability measurements for each level are just a number representing the number of blocks, and have nothing to do with gaps, ceiling support, foundation, etc. I would have liked there to be an element of physics in a game like this.
Pretty cool lego simulator
@sslees @fakefirefly Where can blocks be stacked was an ongoing question for me. Late in the compo, I decided that walls only was simplest, and avoided players blocking themselves in. Thanks for the comments. This was on my mind.
@djcoil I wanted all blocks on other floors to be transparent. I had some struggles with the block materials. Good tip about smaller blocks.
@michael-feldman The countdown didn't start until ok was clicked until a few hours before submission time. That's a late-compo bug. Physics were a Friday plan too, but I dropped it when cutting scope.
@furfel I went into it thinking of Tetris and Jenga. Lego works too :)
Thanks for the great feedback guys!
Fun and interesting concept! A bit hard for me to understand, though... But I got to level 3 before failing so I guess I was doing good?
The graphics are a bit plain and the controls were a bit clunky (not terrible after I got used to them though) and while there could be more sound effects the "nope" and "yea" voice lines were really funny. The audio loop was alright too. From what I can tell the systems for this game are somewhat complicated, so kudos for getting this out in 48 hours!
Nice entry! I like tertris house building concept. Good work
Fantastic work! The many detailed 3d models, the music and especially the sound effects (I liked the nope/yeah feedback) and the game idea and execution are impressive. I also liked the fun touches like the "reviews" in the 'how to play' section.
Overall a great entry, I had fun!
It's impressive that you could code something this involved in compo! So involved that sadly I could not understand what I was supposed to do, despite reading the tutorial. This really needed an interactive step by step tutorial. Nice concept regardless!
This is pretty nicely polished for this complex of a compo game (it has a tutorial, everything works, most actions have good sound feedback, the UI is complete…). I liked the “race against time” aspect with the decay, but eventually it got frustrating because it seemed like what slowed me down the most was having to hammer WASD to move the pieces one block at a time (and then sometimes the rotation didn’t work near walls/corners). I want to say mouse-based block placement would be ideal, but even just being able to hold the movement keys would help a lot. Anyway, it seems like an idea that should be expanded on with some minor fixes for the frustrating bits.
Ah this is a great implementation of 3D "tetris'. At first I was scared by all the controls, but they really are very intuitive. The increase in difficulty is very well balanced. Some people have suggested holding keys for moving the pieces and I 100% agree that it would be a good QoL feature. My only concern is that the countdown and the game start before the dialog is closed, but that's not a major issue. Great entry!
Super neat idea.
I had some issues with visual occlusion when I had a lot of "S" pieces, but this could easily just be something you learn to manage as you play more.
Others have already covered most of the QoL stuff, but overall it's nicely done and plays as expected.
Nice work!