igor-morgun 2022-10-04 14:38
Gud game
Foon → Ludum Dare Explorer → LD51 → 10 Second Plan
By adam-martin
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.27 | 13 | ||
| Fun | 3.22 | 13 | ||
| Innovation | 3.45 | 12 | ||
| Theme | 3.65 | 12 | ||
| Graphics | 3.15 | 12 | ||
| Audio | 2.60 | 12 | ||
| Humor | 2.68 | 10 | ||
| Mood | 2.93 | 10 |
Gud game
I liked the take on the theme, restricting the players actions to every 10 seconds is a really neat idea. I think it mostly worked in this game, though there were definitely a few times where I had my plan figured out sooner, it would've been nice to either skip the remaining time, or have something else for the player to do to fill the time in those cases.
Graphics are simple and straighforward, reminds me of those classic games I loved playing that came with windows, good nostalgia there for me.
For gameplay, I like the programming aspect of it, the click to select and click to place wasn't intuitive to me but I was able to figure it out pretty quickly. I liked that each instruction was in a limited supply, definitely adds another dimension for designing the puzzles. One minor issue/critique I had was that placing an instruction on top of a coin caused the coin not to be picked up. That surprised me and made it impossible to complete the level.
Really cool concept for adding a time component to a puzzle game!
Ditto to basically everything that @tobius said.
The concept is a really good idea, but I think it is too easy. 10 seconds is a long time, in the grand scheme of things and the timer doesn't need to reset everytime a coin is picked up. Making the game run faster might help alleviate this feeling so you can get to harder levels faster.
The art style is simple but effective, but I have one issue with the background tiles. It is EXTREMELY difficult to tell the difference between walls and floors.
Alos, would have been niced to have a quit functionality or similar, but I almost forgot mine in my game so I don't blame ya ;)
I love the concept of trying to plan on a timer. I found it pretty hard and couldn't get past the 2nd level {I'm bad at visualizing rotations and couldn't figure out which route could do it enough moves}. I really like the u-turn commands, at first thought they're useless, but approaching other turns from a different angle {or moving past an empty squre and then reversing into it with a command now placed} are cool realizations to have. I had a lot of trouble telling how many squares the circle would move on each iteration.
Might try to give this another attempt. Would be a nice quality of life to have a quick reset button, after screwing something up sometimes I wanted to just quite the program and go back {instead of waiting forever, and sometimes the collision glitches so that isn't even an option}
I've played a couple of programming games like this, but having to plan ahead to try and solve an entire room while occasionially advances is a neat take
To clarify there is only 3 squares it moves per turn @ninjacreeper47 @ironnbutterfly . I did have a plan that higher difficulties could be achieved by having it move more per turn, so you would have to plan further out. Also I think a visual indicator on the screen saying how many moves it as left would be great.
Good feedback on the end turn sooner and quick reset everyone.
I got minesweeper vibes. I loved the little doot sound, too, when the character runs into walls. Would love to see a way for the player to exit the game and access the main menu from within the game without having to use alt+f4. Thanks for uploading!
I enjoyed this take on programming the movements out gameplay. Even though the robot continually moved, only pausing every third movement, I still had to build a plan out and execute it. I know it was to fit within the theme of 10 seconds, but at times the 10 seconds felt generous and didn't make it too difficult. Kind of reminds me of a board game I played with my kids when they were younger called Robot Turtles.
A couple of things I noticed on the second level were that the second coin in my route was not picked up since I placed a 90deg rotation on the same tile as the coin. It seemed my placement took priority over the coin pickup and the pickup just didn't happen.
Additionally, on another play through, I built a different route so the coin would be picked up, which lead to me accidentally placing the incorrect 90deg rotation while I was at the top of the room. When this happened the bot turned north and moved through the wall and walked out of the screen. Didn't think that was intentional, but it did game over as soon as it got off screen.
For the two 90deg turns, I think visually you might want to try making them different colors or more variance between them visually. Once you have a more than a couple of them placed down, they look so similar that it's hard to process the path your building visually.
I think this could be developed out into a decent game post jam. Good entry overall.
Simple puzzle game, with a solid use of the theme. I think this could have been quite fun, especially with hazards, but I got softlocked from not being able to pickup coins if I placed commands underneath them. Either let the player pick them up, or prevent them from placing the commands. It would also be nice to be able to remove the commands and mark them as "used" once they have been interacted with once.
@aristurtle @almax the turn coin combo not working is a bug, unfortunately I did catch it. This is some great feedback and thanks for playing!
A nice and simple puzzle game that made me nostalgic to old puzzle games of my youth. Nicely done with the 10 second theme.
Very creative idea and a clean art style!