No Time to Stop by Alink 2013-08-31T21:14:00
Very intuitive game mechanic and controls, and the extra elements in each level make the learning curve go up nicely.
Foon → Ludum Dare Explorer → Users → TeamAMazeThing
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | A Maze Thing | jam | 325 | 3.04 | 2.52 | 2.93 | 2.38 | 3.59 | 3.05 | 1.86 | 3.24 | 82 |
Very intuitive game mechanic and controls, and the extra elements in each level make the learning curve go up nicely.
Getting the same error as timothyolt an MacOS.
Very nice game! Everything feels polished about it, the graphics and animations are nice, and the difficulty is nicely balanced for the 10 seconds goal. I would have like to be able to destroy/sell machines and farms to optimize. And a win screen for meeting the goal would have been nice. Apart from that, I feel like it's enough to fill the screen with machines and people and eventually it will work out, so if you continue working on the game after the competition you might want to add more mechanics.
Great entry in an underrepresented genre! However I missed the ability to (re-)move facilities.
The theme really isn't apparent in the game any more, but nevertheless it's a great game! The beginning could use a little bit of explanation. The look is nice and fits the game mechanic, movement feels good and the last puzzle felt rewarding. This is one game that would be nice to see extended and refined after the jam.
Nice idea and very good use of the theme. However, even with the walkthrough it's really hard even to finish the first challenge.
I don't know if you are already aware of this, but the german magazine Spiegel Online postet an article about this game: http://www.spiegel.de/netzwelt/games/online-spiel-impetus-klicken-gegen-den-weltraum-tod-a-918790.html
as requested, here you can find the script which creates the random maze:
http://www.kom.tu-darmstadt.de/~vwendel/RandomMap.cs
However, be warned, it needs serious refactoring, right now it is pretty much spaghetti code.
I did, however, take some time to add a lot of comments in order to explain the functionality.
Basically, the script randomly places rooms in a predefined raster.
Then each room seeks its 'n' closest neighbors.
After that, links are build between neighboring rooms going from left to right.
Next, overlapping halls are replaced with crosses, tCrosses and corners based on neighboring halls.
Fianlly, an adjacency matrix is calculated for each room, cross, and tCross which is used for pathfinding later.
You can specify the number of neighbors, each room establihes a connection to. If this number is too low, it is possible that some rooms are not connected as this is not checked yet.
Really nice idea, well done and nicely polished. Also like the audio. The difficulty varies greatly tough, as sometimes you cannot even reach 7 gems due to the random maze creation which allows many unreachable blocks, unless i didnt understand something.
Really nice idea, however the controls are frustrating sometimes!
The sliding platforms in the last level are really hard to get past with the low friction of the controls, but apart from that, nice game!