douwe-ravers 2022-10-02 23:15
After deadline adjustments: - Fixed the movement issue. - Altered some text with additional info.
Foon → Ludum Dare Explorer → LD51 → Cobor goes farming
By douwe-ravers
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 310 | 3.27 | 22 | |
| Fun | 435 | 2.67 | 22 | |
| Innovation | 105 | 3.69 | 23 | |
| Theme | 431 | 2.97 | 22 | |
| Graphics | 155 | 3.69 | 23 | |
| Audio | 296 | 2.92 | 22 | |
| Humor | 222 | 2.64 | 19 | |
| Mood | 317 | 2.97 | 20 |
After deadline adjustments: - Fixed the movement issue. - Altered some text with additional info.
I feel like a caveman trying to figure this out haha, love the concept and the graphics. Wish I were smarter to give you some feedback on the gameplay, but I'll just marvel at the coolness of creating a program within a program
@johnnysix thank you!
I kind of took a risk making such a specific type of game. Glad you like the graphics. If you really want you can use the solutions file to just copy paste (on windows) or retype (on web) through the levels. Although, that is not really fun I guess :smile:
Cobor is very cute, though I am sad I can't program him in Cobol.
I can't figure out the third challenge on the second level. The programming isn't the problem, I just can't figure out how to find a path from the cows to the last flag just using the detect part - there isn't anything to purposefully run into, like the barn...
The game is definitely very solid for a 48 hours compo, though. The grass "texture" is fun and all of the models look good. Not to mention, this is quite a complex mechanic to implement in such a short time.
The documentation is definitely better than my jam code's, too. :)
Wow, great game. Amazing to get this done in a single weekend. The game was a bit too hard for me, might be my sleep-deprived brain though. It was a good thing, not for me of course =), that you posted the solutions as a txt file.
@indigo haha missed opportunity of me :smile:
Ahh I never mention that specifically. Trees, bushes, cows, wheat and water are also obstacles. In your case it was a bush. They don't have an icon in the overview mode yet (Lack of time). I will mention this also in the manual :wink:.
Thanks for noticing.
@henrik-ganard yeah, it was a big risk when I committed myself to the design. :smile:
Haha yeah, I though some people would like that.
Interesting idea, is this based on cobol? I know how to code a few more modern languages, but could really work this one out.
No no I actually didn't know that was a language. First I wanted to call it robocode but that is already a game... So I reversed it an removed the Edo for a better sound.
This is one of these rare occasions when a Ludum Dare game is really well executed and enyoable.
The graphics are on point and the sound of the engine is very realistic. The build up of the game is perfect as it gives you time to get used to the code. Once you get it, it is actually not that difficult (but maybe this is due to my mathematical and computer science background). It has to be said that the idea of learning a new language in a game is very unique and original, props to that!
A tip for future players is when you send a 1 to the bridge, do it again to recieve the random number .
All by all my favorite game so far
@njitnelav Thanks! I will look into the bridge response. Congratulations on finishing! Next year I code a game using this game, hehe.
Wow, it's actually incredible you managed to pull all of this together in 48h. Really impressed, looks good and was fun, but most importantly Cobor is pretty cute :flushed:
Hi, I didn't realize in your last comment to me that your game was also for LD51, I'm new to this. As a programming-puzzle developer too I found the game at best medium difficulty, but I noticed more the manual and other small things done well. Last level I did pretty inefficiently in 25 commands. Overall, "Howly mowly, good job" :))
I'm used to the Intel asm syntax so having the destination operand as the last parameter was confusing at first. I found that it was easier to just hard code the path by using a bunch of `set x #0` than to worry with detection. I also had a small issue where the bridge opened twice. It happened several time, I'm not sure why.
On a broader note, I think the UI was too big (font, button, text too big), making it hard to use the manual or read objectives. I've seen in the past other game like this (were you program some robot) where the size of the programming stuff is smaller than the presentation of the bot. It's not the case here but the size of the UI makes it feel off.
Great game.
@busisen yeah, reflecting back I actually almost worked a full work week (=38hours in Belgium) in one weekend. Stood up at 5am Saturday and went to bed at 1am Sunday to then wake up at 7am to work to the deadline at midnight.
@seshoumara No problem :wink:. Yeah, I kept it fairly simple on purpose. My goal was to introduce people to a assembly like programming environment. If I had more time I would have introduced more and more complex levels. Like a part that takes in the keyboard inputs so you could design your own controller program.
@thebmxeur Yeah my experience comes from PIC programming. So I actually am also used to retrieving a the result from a separate register. I though it was simpler to understand for people with no background. :wink: I fixed the bridge issue. Thanks for noticing. Good to know of the UI. Something I will take with me for the next LD compo :smile:
I never expected two of my favorite genres would get merged for game jam. This is very brilliant execution!
This brought me back to the days when I competed in LEGO robotics competitions. I had fun maneuvering the little guy around the field to do complete the tasks. This was really well made and very fun, great work!
That was an impressive amount of work for a compo game, but I think it's way too complicated in its current form. It's pretty difficult to even get past level 2 unless you dedicate a significant amount of time studying the manual. Level 3 is probably impossible for anyone but the most dedicated and/or genius players out there lol.
Also, the UI was really a problem since it blocks the entire screen and you can't even see Cobor. So 90% of the game is just a bunch of large text and black boxes. Real life programming involves mostly typing/reading text, and the pay off comes much later. Most people don't consider that to be very fun. A programming game should focus on the fun parts (the pay off) and minimize the work parts (reading manuals and debugging code).
I think splitting it up into smaller levels with much simpler goals would make this more approachable. Also, get Cobor moving earlier (preferably in level 1) since that's the coolest part of the game. Currently, you can't even do that until you reach level 2 and survive the giant walls of text in between.
But anyways, this is a cool idea. Nice job!
Its unbelievable u made this in 48 hours!
This was a really fascinating take on the theme and a very fun game overall. I really enjoyed that the manual was built in to the game so it felt very finished. I do wish some of the ops could take literal values as well as addresses, but I still enjoyed the game quite a lot.
great game for a jam, love the look
:o Wow, this is impressive! Definitely a steep up-front learning curve though. Lots of text and critical thinking that I suspect the average player isn't going to have the patience for. I'm impressed though with both with how well it all works, and how well executed your graphics are. You have a very impressive amount of text in here. I think this probably could have been a little more approachable with a lot more work put into very incremental, tiny tutorial steps.
@lustdante you are welcome and thanks.
@nobongo Lego robotics competitions sounds very fun indeed. Nice that you liked it.
@ale yes, It was a very difficult balance between writing only what is necessary and at the same time making the manual complete as well. As for the UI I actually did this on purpose with the idea to also support mobile web but that ended up being harder then originally though (keyboard not appearing and such). Thanks for the feedback! If I had more time defiantly more levels which explain the topics would have been implemented.
@kamoe9 Thanks :smile:, but please believe it. It is true :sweat_smile:
@bentglasstube You are right, I actually have no idea why I did not implement that. It was already build in anyway.
@schuster thanks
@ukulelefury Yeah, the disadvantage of a programming game with limited time to design levels :smile: Yeah maybe more incremental challenges should have made the game more approachable. Thanks for the feedback. Glad you liked it.