FoonLudum Dare ExplorerLD55 → Summoner's Tower

Summoner's Tower

By willhoit and newo42

View on ldjam.com

CategoryRankScoreCount
Overall10023.1736
Fun10272.9536
Innovation7003.2435
Theme11442.6736
Graphics10292.6736
Mood11592.5033

Comments

binroot 2024-04-16 00:08

What a twist! Your game mechanic adds a nice risk vs. reward dilemma the higher you build the tower. I was thinking, maybe it would be easier if, instead of randomly replacing a block, the blocks are numbered, and the sequence is predictable.

alxje 2024-04-16 00:16

Well... I love the mechanism and choices I need to made between higher the tower or more stable the tower is.

jawdan 2024-04-16 00:18

Interesting concept, but the randomness makes it feel more antagonising than strategic / skill based. The shapes having an order of summon might solve this with its predictive nature -- making it more of a challenge against the physics whereby the points are more integral to the game loop and the harder shapes propose a high risk & high reward type deal.

jnur 2024-04-16 14:18

Like others here have said, the randomness makes building a bit frustrating. The UX of rotating the camera and spawning the blocks etc. feels nice and works well though!

willhoit 2024-04-16 16:17

Thanks for the feedback!

Balancing how likely it is that your next block will come from your tower is a big part of our game. We kicked around ideas on how to weight the probabilities to balance the risk vs. reward, but that does make it harder to intuit the probability. Post game jam, we want to add a more developed level progression that would adjust the odds as you increase in level. (We think numbering them would make it more puzzle like and less push-your-luck, but maybe some information on the odds would help.)

Also each shape does have unique properties - score contribution, mass, friction, etc Plus the higher in the tower they are the bigger the multiplier! We'll experiment with surfacing this information to the player... though we're trying to keep the ux minimal.

rainybyte 2024-04-16 17:28

Back in the day I lost many hours to playing similar block physics sims, this took me back haha. The control positioning is a bit tricky but I honestly can't judge. Even mainstream applications struggle to get 3D orbit and positioning feel good.

blackcat508 2024-04-17 01:44

very nice use of the theme! simple and satisfying.

leo115 2024-04-18 00:38

I like the concept, I'm struggling to connect it with Summoning as a theme tho. I also would love to have an option to place the blocks down without clicking on an existing surface as I struggled to place blocks in optimal ways.

wbertrand 2024-04-18 01:38

Loved the style in the B&W mode. The music really fit the vibe for t achill stacking game like this. Great job!

denismarasan 2024-04-18 07:01

I was trying to build a similar game on my first game jam, but didn't make it on time. I'm very pleased to see how this concept works. Good job!

drgcandle 2024-04-18 07:27

Your game truly boasts a solid foundational design and a robust logical framework. Taking on a game that requires meticulous adjustment of physical properties and logic in a Game Jam like this shows a level of courage that's hard to match. Moreover, your game design infuses the entire construction process with fun and strategic elements—not a strategy imposed by forcing player choices, but one that naturally arises as players make decisions based on the given situation. This indicates that your design skills are truly formidable. Games like yours deserve more attention and playtime; you've earned it. I dare say that this game may seem ordinary at first glance, but it possesses astonishing power. You are true players and masters, and I salute you with love.

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forik 2024-04-18 07:27

Awesome idea for core game mechanic and I like your clear and simple artstyle! Great job!

unchain 2024-04-18 15:45

Nice little game, but I can't help get angry when my tower falls down😤

jamieok 2024-04-20 21:18

Had a few issues with block types changing or being placed when trying to pan or rotate the camera. Would be a little easier to control without the overlapping controls. First game I've ever played embedded on the Ludum Dare page so that's cool! I agree with one of the older comments that the randomised chance of removing parts of your tower feels a bit rough, but I guess using different block types is just a different types of skill expression.

colinweiss 2024-04-21 11:54

Translation: This is a puzzle game. In order to build the tower as high as possible, the placement of materials will require strategic planning; Expanding the core gameplay of building blocks to the theme of this game is very imaginative; For game balance, I hope there can be more adjustments, such as target scores, scoreboards, etc; Overall, it is very excellent and enjoyable.

goddoesplaydice 2024-04-21 20:02

It turned out to be a simple but pretty good toy. Respect for using Bevy, I also wanted to try it, but haven't gotten around to it yet.

choisicles 2024-04-21 21:34

I loved how physics was tied into the risk vs reward mechanic! I found myself trying over and over again to get a stable placement with the hopes that, maybe, just maaaaybe, this one time, no blocks from my structure will get yoinked. Although it wasn't clear to me at first where the blocks I was placing were coming from, I soon found out when my tower was sent tumbling. Great work!

mistercarson 2024-04-23 16:36

This is a very clean, fun puzzle experience. I appreciate the lower levels of gravity with the random pieces because a lot of the time it would yoink one of my base pieces but i'd be chilling since the gravity isn't too high.

jared-york 2024-04-24 19:59

Love the concept, though I'm quite bad at it -- I can't get past the intro even. Like others have said, I really like the risk/reward balance.

willhoit 2024-04-25 14:54

@jared-york - Glad you like it. I find that moving the camera angle helps me place pieces more accurately on top of one another - and don't forget to switch piece types, those wedges are hard to stack. Good luck!

@choisicles - we like the risk-reward too! I often found myself drawn into it while debugging! But, to the point @jamieok made, it can sometimes seem a little harsh. We've been experimenting with a weighted progression system that would lower the odds of pulls from your tower initially, but approach the even distribution as you climb skill levels. Post-jam we're also planning on improving the animation (and audio) for the summoned block, so it'll be easier to tell where they are coming from.

@jamieok - we were trying to keep the 3d placement simple, but we're experimenting with a way to fine-tune your placement without adding too much complexity.

@goddoesplaydice - this was my first bevy project (though I've used Rust and other ECS systems). I was pleasantly surprised by how well it worked but compared to a raylib project (in C) the compile times are quite noticeable