FoonLudum Dare ExplorerLD49 → Pepper Dealer

Pepper Dealer

By aslan

View on ldjam.com

CategoryRankScoreCount
Overall5213.6829
Fun5793.5730
Innovation2683.7630
Theme1704.1630
Graphics9603.3730
Humor6203.1429
Mood8973.2729

Comments

heho 2021-10-05 11:44

Funny tetris with a twist.

evileptic 2021-10-05 11:45

Very interesting idea. This is the first time I see such gameplay in games base on physics :smiley:

bjornstahl 2021-10-05 11:59

I actually enjoyed this more than I initially thought (when I noticed you could upgrade). The tetris gameplay worked really well, but the money gain was a bit too low. Only earning 1-2 per day felt a bit too slow. I encountered one bug where all peppers disappeared and I earned something to the power of negative 57 (without pressing enter). Also when the first scale tips over and falls out of view the game just continues.

cookie-chr 2021-10-05 19:01

Nice game! Could use some button to erase data and restart from 0

dalep 2021-10-05 23:18

This has a surprising amount of depth with the sometimes conflicting goals of stacking the peppers into a stable pile, keeping the scale from tipping over, and accurately measuring them to get the orders right.

I think the game balance could use some tweaking – it does feel like cash gain is too slow at first. There needs to be more of a penalty for shorting the orders, because as it is you can make a profit just by dropping a single pepper and pressing enter for every order. And there needs to be some more immediate feedback at the end of each order (it would be nice to know, without pausing to do math, if you're being penalized for getting an order wrong, or wasting money by putting too many peppers in an order, or getting a bonus for accuracy, or whatever).

fis 2021-10-08 23:00

I really like the idea - it's fun to play tetris and adjust the weights for balancing all out. In my opinion the font size for the weights is a little bit too small.

hiisileiri 2021-10-08 23:47

I played this 15 minutes and get finally an upgrade of new employee and game crashed while the game went black screen. Well... i liked the concept though.

I though i need to add peppers on the right side and balance the scale from other side by weights. To get fast more upgrades i just go with though every pepper weight 200 grams and it worked pretty good. I would like to see other items the player can sell; like if customer want garlic or spices, the weight scale and item size are changed. Good graphics you have here. This game reminds more like most real web games around internet already. This is fun to play, and interesting, but voices were missing and system needs polishing. Upgrading items are nice feature if the game itself is larger (different maps and "market scenarios") though. I were also missing which key sells and which key place the weight (enter-/ space keys; they kinda feel the same while on playing).

Playing better to earn better coins is more engaging than making a score; first i though the upgrading system will ruin the game play, but then it was just nice while game were phased and relaxed while investing money into things. The game start feel like a story based game than an arcade game.

aaln 2021-10-09 16:00

*watching in dismay the wood plank pathetically falling in the left side.*

A fun game you play naturally for some time, as the different purchases are a strong motivator. I was planning to see how many employees you can hire, and then strive for moar money, but alas it was black screen after the first employee. You should have removed the scale icon when you buy it... it deceived me and I thought you could have an electronic balance with magic numbers.

I think it's a decent game, but it clumsily mixes two gameplays which would be fine fleshed out of their own.

- The Tetris part: what drew me in the first place. Tetris with unstability? Would be exciting and very different from classic Tetris, but still has its spirit of "despairingly packing the blocs". It's not the case in here, as I was not very focused of stacking neatly the peppers: a stable pile can be messy (and in worst case I can always press the Enter button). It did make more sense with the upgraded scales, as it is smaller, but still, this game could have had peppers of other shape.

- Weighing peppers: the main thing. Yeah, the comment of DaleP above: it would have been nice to have an indicator of how far you were from the order, and penalties. ...I thought the customers were quite laxist, but in fact they are real nasty: "So I will pay you the amount of pepper you give... unless it's more than my order, in this case I would consider the excess to be free, curse you, ha".

The graphics are adequate, but maybe the customers would have looked better if they were more detailled than two circles, without going into the "realistic" style of this kind of selling games with vibrant colour and too wide smiles. Still there's some cute peppers.

aslan 2021-10-09 18:15

You are right this game is buggy, unpolished and unfinished. I couldn't finish it in time. There were supposed to be 3 scales: Worst, Better, Best. I was planning to make an electronic scale as the most expensive item so player could know that the game is over. Also I wanted to make indicator for each pepper as they disappear.

But, I don't think just tetris with physics would be more entertaining than this game. Also player should be penalized for delivering orders wrong; that's why costumers don't pay for the excess. But maybe I should have clarified that with a bit of storytelling.

Thanks for the feedback! @aaln

viperux 2021-10-10 19:41

Nice concept. As other sayd I found that partially skipping big orders and fulfill just the small ones gives you planty of money. My strategy was:

- Every 4 pieces weights around 0.7-0.8 average (unless there are a lot of orange cube-pepper); - Fulfill all the orders below 2kg dropping the pieces as fast as possible while estimating the weight using the 1° rule; - For orders >= 2kg just drop 5-6 pieces;

Was funny try to buy more employee but the game suddenly stopped by day 17-20 (I don't remember the exact day).

Well done :-)

eptwalabha 2021-10-12 18:31

Nice game, like @hiisileiri , the game crashed on me after the first employee upgarde. At first, I really liked the idea of measuring the pepper's weight with the scale, but after a while I ended up eyeballing everything and not really using the scale any more. As mentioned above, the income is too slow, to fix this, you could let the player decide the price he/she wants to charge for its peppers. If the price's high, then the penalty of under/over weighting should be high as well. And inversly if the price is low, the customers wouldn't mind to pay a little extra. Anyway, I enjoyed playing your game. Good job on your submission.

monninen 2021-10-12 18:55

Fun game idea. The graphics are really well done. It feels very satisfying, when you manage to get just perfect amount of peppers on the scale

kr0luk 2021-10-12 18:57

unstable platform + tetris = game, that evokes notes nostalgia, you realy great fellows!

mira 2021-10-14 18:19

I don't know what to point out, I like the idea, I like gameplay and I also like graphics. Playing this game was really fun, tetris is simply the best. I give 5 stars. Just more such games.

jsloth 2021-10-15 16:50

I spent way too long playing this game. Almost felt bad for all the people buying my peppers.. Only negative thing was the game crashing at some point :'( all my progress!

Nice game! Good job!

frozedon 2021-10-15 19:35

Really interesting once I got the hang of it. The profit was really slow though. Never even got one upgrade after like 7 days. But, super innovative and fun!

papabirb 2021-10-16 20:19

I kinda wish there were sounds, some kinda spicy Tetris bop... but my main problem with the game is lack of lose states; such as having 0 money to buy 0 new peppers with, so I had to restart. I also wish there was some kind of set orders per day so that my peppers would carry over; it's difficult to save up for upgrades when I have to keep buying peppers.

Progression isn't fast enough (because of the money draining) for me to get past the first scale upgrade, assuming there's more. Having more stable platforms but less space really drains the amount I can successfully do per order, and at the end I wasted 2kg of peppers because they all piled up at the top which spawned the rest of them rapidly. However, I do love that the first scale upgrade traded platform stability for pepper stability; suddenly, the fact they were tetrominos actually made a difference. Which is part of why the profit slowed down since I couldn't just pile them all up on one side real fast...

I love the concept, though. Overall, good work!