FoonLudum Dare ExplorerLD53 → The Legend of Sir Deliver-a-lot

The Legend of Sir Deliver-a-lot

By stefan0198, quoc and MisterJBro

View on ldjam.com

CategoryRankScoreCount
Overall12042.5222
Fun12242.0022
Innovation6063.3121
Theme8593.6022
Graphics10562.4722
Humor9712.3421
Mood11402.5521

Comments

quentinverlhac 2023-05-02 00:22

I like the concept but couldn't get into guessing what the symbols are doing.

hundekuchen 2023-05-02 04:21

i liked the concept too but even though i tried get into guessing what the symbols are doing i really couldnt figure it out. :/ sadly too unfinished to have fun while playing

quoc 2023-05-02 14:23

@quentinverlhac & @hundekuchen Sorry to hear that. We added a **Hint** in the description.

i-iv-v-i 2023-05-03 22:25

Finally solved it! Very nice Concept but truly a difficult puzzle (took me around 55 minutes, without hints). I like the title, the music is mostly finde though there are some weird tings in the strings occurring (productionwise) from time to time which can take you a bit out of the experience.

quoc 2023-05-04 09:26

@i-iv-v-i Woah, very nice. Congratulations! Thanks for your feedback & commitment :)

emaigualmc2-art 2023-05-04 16:12

It was quite difficult and tedious for me to have to learn all the commands together, I think that if something more progressive and friendly for normal player is done, the gameplay would be much better and it would give a feeling of fun. Perhaps instead of having to write commands constantly implementing puzzles with those commands would be more visually friendly ¿?. I really liked the idea, I think that with a more polished art it would look great. Good job! Congratulations! xD

jiexdrop 2023-05-04 16:21

I think you need to make it fun for people to try and guess what the symbols mean. I had no problem because I am a programmer, but I see why other people would have a difficult time. Overall, it's a nice project and a great idea. Good job!

denka 2023-05-05 23:29

I couldn't understand the meaning of some symbols, and I wasn't interested in delving into them. Sorry :(

gmstochetto 2023-05-06 20:57

Interesting concept, I didn't have much difficulty figuring out what each symbol does. I did a few test rounds to figure out what each one does, but I found the solution to be quite easy. It was only necessary to use the right and up commands. I would have loved to have tried new challenges, but I still see a lot of potential in the project and the idea. I also loved the concept of the story. Congratulations :D

flying-dog-fish 2023-05-07 12:57

Interesting concept, but just too difficult to be fun.

sempra 2023-05-11 15:47

I could go with the 'marking the functions on a piece of paper aside' but is it necessary? I get it that the robot doesn't understand common language and so the adventurer has to program with what they have, but it's not my kind of fun i have to admit.

The entry was interesting tho, I'm curious about the AI part in all of this.

arqcenick 2023-05-13 11:43

Currently the level only requires the right and up symbols. Other than that I believe there are some symbols which change their behaviour based on the current tile? Overall interesting idea, I would love to have some kind of reminders as I test out the symbols so that I don't need an external paper/notepad to keep track of the symbols. I had fun trying out this game.

david-yates 2023-05-13 12:11

I think there's a good idea at the core of this, but the way it's executed makes it unnecessarily frustrating. I can see that the way to solve it is by trying each command individually, seeing what it does, and writing that down. Then I would move on to stringing commands together, and check whether any of them are context-dependent (does X command operate differently on a different coloured square, etc).

That's not going to be everyone's kinda game, and it's naturally going to create some good frustration, so you need to maximise the player-friendliness (i.e. minimise the bad kind of frustration) so that people don't just give up. For example, rather than entering a command and waiting for a whole cycle of gameplay, I would like to be able to enter a command and immediately see what it does, and then another command, and so on, without having to wait for the whole cycle. Maybe there could be a separate sandbox area for this if you don't want the main game to work like that.

I think it would also be nice to give the player a way to write labels on each symbol. Sure, one could get out a pen and paper to do it, but that's kind of tedious and people may not have those immediately available.

I think by making changes like those you could make this game a lot more accessible.

On a separate note, the colour of the intro text made it a bit difficult to read against the background.