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IWANT
IWANT
By co5monaut
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 249 | 3.18 | 46 | |
| Fun | 304 | 2.80 | 46 | |
| Innovation | 9 | 4.32 | 45 | |
| Theme | 222 | 3.40 | 39 | |
| Graphics | 85 | 3.94 | 39 | |
| Audio | | 1.00 | 6 | |
| Humor | 127 | 3.15 | 38 | |
| Mood | 170 | 3.35 | 39 | |
Comments
I could think about was "fight skeletons with rocks", so they beat me up to death :sad: Very interesting concept, I had fun trying to come up with interesting combinations! I found that the board filled up very quickly, and I didn't get as many "I want" pieces as I would have liked. But again, maybe there's a lesson here... Nice job!
andyp
2024-04-15 14:01
this one took me a while to understand, and i still don't fully understand, but it's really interesting. played this one longer than most other entries because it was exciting to get new results. well done!
I REALLY LOVE the right screen, even tho just pixels you made that really feel alive, would love to see that used but with some other kind of input, i generally dig the idea but i had a full board and had to cramp stuff together to make new parts appear before i got my first full straight piece to combine a thought ^^, Other than that i had a great time, got some thoughts out and had to play "a different kind of tetris" a lot :D
P.s. cant really recreate it but there was a bug when i had a full board (no space to summon a new piece, but still some spaces) and moved a piece into another piece, they just overlapped and stayed that way.
@thoastbot Thank you! Yes I have a desire to refine the game and to add more NPCs and actions with them, as well as that the characters also move once in a while.
Yes, there is such a bug, because I don't have any checks that the field is full ahaha I didn't have time sorry
Intriguing. Reminds me of Henry Hatsworth and other similar dual screen DS games (but especially Hatsworth). Good looking too. Also reminds me of any multitude of old beguiling PS1 games that keep me playing to try and understand it better.
Favorite action: "i want feed skeleton using rock with force". Amusing game!
Honestly, you should have opted-in to the humor category just for the instructions!
I screwed up badly my first time, because I didn't really grasp how to play, and I got my screen super cluttered up by moving pieces around unnecessarily. I feel like my next few attempts were more successful, although I never managed to level up.
This was a really unique idea, and well-presented. The only thing that is hurting it is that the gameplay doesn't feel super intuitive unless you read the instructions. Some more variation on the pieces that were generated, and a slightly more uniform distribution of pieces would have made it even more engaging.
Well done!
I really like the idea here, and the 1-bit visuals and animations look great, but the gameplay itself is pretty confusing and feels aimless, plus it feels like a lot of combinations actually don't result in what I expect them to, so my best bet is to throw together random blocks until something happens. It's still enjoyable in some capacity and I'd love to see the idea pushed into something more fleshed out! I don't really understand why you opted out of the graphics rating but into the audio rating. The game is silent for me. :sweat_smile:
@trasevol-dog Thanks for the review! About the aimlessness - it really is, I didn't have time to bolt on the boss like I wanted to and the inventory, then everything would have made a little more sense. About the randomness of actions - I tried to make every word has weight, and almost always it is, but sometimes it is not. The object in your hands doesn't always affect the result, unfortunately, but everything else does, and how. :)
my mistake on the submission I was in a hurry when I posted and thought I was the opposite of giving up audio ahahahahah damn. corrected. thank you!for pointing that out, I couldn't figure out why I had no grades.
I like the artstyle a lot. Gameplay sounds interesting, but I wasn't able to fully understand how it worked. I only managed to create 2 sentences after several minutes. I did make clusters with 'I want' in the middle and 4 distinct thoughts connected, but it didn't work. I came to the conclusion that the sentence needed an adverb to work (but I don't think it was said anywhere?). And my problem was that I had almost no adverb spawning on the grid. Anyway, I think it's a shame because the game idea and visuals are incredible. With a bit of better communication I think it would be more enjoyable. I suggest you give example of sentences in the instructions so that people know what kind of words they need for it to work.
Holy moly, this was a really interesting one. Curious how do you come up with this design, really unique. A little bit clunky to interact and understand the overall concept, but one of the most unique ideas I've found around here. The art style is super cute too, congratulations on the submission
bwalter
2024-04-17 01:47
very fascinating concept! would love to see this expanded.
sozey
2024-04-17 09:59
This one is mesmerising! It looks and acts very uniquely, I spent a long time fiddling with it and enjoying the art style.
This one was HAAAARD! :D Really enjoyed trying to work this out and there is a ton of charm in there too. Lovely entry, nice work.
p-r
2024-04-17 20:05
Can I rotate the S pieces?
@p-r Unfortunately didn't have time to do the rotation, I'll add it after the vote.
Very impressive "AI" manager :-O Unfortunately RNG screwed me very hard. I believe you used only 5 out of the 7 tetris pieces so that made creating a cluster very hard. You could use a bag-style RNG to ensure that you draw the pieces evenly over a game. But perhaps it was also a concious decision to make some pieces more rare than others? Or perhaps I just misunderstood :-)
Once I figured out how to arrange thoughts, I WANT TO PLAY GAME USING HANDS WISELY - it was a really interesting take on what you can do with tetris pieces! If you haven't (it's hard to tell sometimes) I recommend looking into the way that tetris ensures "balanced" randomness - sometimes you just get a lot of the same piece and the board gets clogged up at the moment.
ansible
2024-04-17 21:26
I really wanted to be good at this! Great all round lots of style. I improved relations but was too clumsy moving pieces so my board keeps filling up. Fun!
The idea is awesome! The graphics are lovely, but some sounds would have been great.
There is probably something to do with the idea blocks, since you can easily be blocked without one type of block and the thoughts space completly filled.
But that's an outstanding work in 48 hours! And the first 5 stars in innovation I give.
I really hope you will continue this game and publish it!
whismirk
2024-04-17 21:49
Wow. Definitely the most fresh idea I've seen yet.
Main mechanic is frankly amazing even though it would obviously benefit from more clarity. As others have mentionned, it's a bit confusing to figure out at first, but I love the endless versatility of interactions you can have. My main complaint would be how quickly the thought square gets cluttered; adding another piece every time you move another might be a bit too much.
You also nailed the visual part, it looks consistent and very polished.
Really interesting entry overall, and would love to see the idea developped further (I'm really fond of systemic games like this hahaha). Well done !
linky439
2024-04-17 21:50
Well, this one's quite unique!
A fascinating experience, although the game screen can quickly get crowded especially if you're not lucky. It is a bit hard to do stuff, I managed to defeat several skeletons before I unfortunately ran out of place. But the idea is really intriguing. A sandbox for the litteral thoughts of our character...
Great idea, I enjoy the 1-bit aesthetics as well. Very interesting overall, with a bit more finetuning this could do very well!
rawb
2024-04-17 22:06
Really fun and unique idea for a game. It was interesting to see all the possibilities in this game. Really cool stuff
I really liked the concept (though I didn't get all that far). It seemed like the main idea was figuring out the best action to build based on A) the limited words available to you on the left screen and B) the limited info you have on the right screen (since you can only see part of the map).
The way the left screen seems to work now, is that the player can generate as many words as they want by moving around pieces, and the limit comes from the limited space the player has to store pieces. It's a bit hard to keep the screen from filling up though. Part of that comes from the randomness of which piece you get. The other part, though, is that you gain a new piece every time something is moved, so forming a sentence tends to add a net positive number of pieces. Maybe some other mechanic could be in charge of spawning new pieces?
There were a lot of cliffs / walls on the right, and I wasn't sure if the character ever interacted with them, or if they were just decorative. Overall though, the art and aesthetic were awesome, and I loved how the random maps looked.
tpace
2024-04-19 00:09
The concept is really interesting and opens many possibilities. I'd love to see if being expanded, perhaps in a more controllable way.
The idea of being able to express though using video games is something I'm really interested in, and this game does an interesting step in this direction. Good job!
This is a really fun idea! I won't rehash, the novelty alone holds a lot of value, which I appreciate ;)
le-slo
2024-04-19 10:16
I love the mood of the game, creating thoughts with simple shapes, the two boards, the simple art style. At the moment it falls more in the toy like type of game since it's quite random what thoughts atoms you get (I actually always lose because I don't have more space for spawning new tiles, and I'm lacking on specific type). The originality is off the chart, and the intention is there, I just need it need a bit more control over what you can get or not, and more clarity when actions have been worse or better than their average (it is better to attack with rock than with hug, I hope so, but since it's pretty rare to get specific combinations it's very hard to test one's questions). Great work, would love to see more of this game.
13x666
2024-04-19 17:23
I can tell something is supposed to be going on in this game. Something fascinating! But I don't think it's quite there yet. It looks great and the idea is very fresh, I'll look forward to that post-jam update! Good luck with this :)
A beautiful reinterpretation of Tetris. Just like the original game, there are some pieces that don't appear at all. Especially when we need them most.
The small story that happens next is a nice way to encourage the player to play.
Congratulations on the idea.
11.png
In my first playthrough I wasn't getting *any* I-pieces, so I was questioning what am I doing wrong for a long time. Next run they have finally appeared, and oh man, the game started to shine! I love the indirect nature of it, but I still wish you had more control over the pieces - either by having an inventory, or being able to trade/discard them. Or maybe there can be an option to gather pieces from the outside world - you click the skeleton, you think about the skeleton. Overall, the game is very stylish in both visuals and design, really looking forward to the expended version.
@nick-blackwood Thank you! Yes, that's exactly the direction I'm thinking in! There will be inventory and the ability to put together combinations a little differently. I also plan to update the visuals a bit and add some sort of objective, making it something more like a roguelike or crawler.
Thats a cool and interesting gameplay ! I like when jam games take an overused genre and add some twist to it ! There is definitely some room for improvement here but the current result is already quite nice and polished, congrats !
very cool and experimental mechanics!
I really dig the graphics and presentation - I've always wanted to make one of these sorts of games with multiple windows for Ludum Dare, but never figured out a good enough idea.
The gameplay is fun and clever but does feel a tad too random - I went like 20 turns without getting an I-piece. I also didn't quite get if the action/story on the right screen was "linear" or if you influenced it somehow with e.g. timing of forming connections.