Ludum Dare 31 — December 5th-8th, 2014 — Theme: Entire Game on One Screen

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Afterlife Tesla's Disco Party with Flat Buds

by Menesetsu - Jam Entry

There is a party in geometry heaven, let's dance! Oh my, that ugly flat figures are trying to break the party.

Your goal is do not let that nasty flat figures touch Tesla Tower.

How to play:

1) Use your mouse to activate buttons on a sequencer;
2) Flat figures can be destroyed by activated button with appropriate color and type;
3) You can have maximum three active buttons (the oldest one will be automatically deactivated as new button toggles).

Have fun!

Downloads and Links




feizenbara says ...
Dec 9, 2014 @ 5:56pm

Well, I really don't understand much ^^

Menesetsu says ...
Dec 10, 2014 @ 3:53pm

My bad) I had some troubles to explain how to play, but hoped that gameplay shall become clear. Anyway, thanks for vote and commet ;)

mrspeaker says ...
Dec 13, 2014 @ 9:02pm

Ah, I figured it out! I played with it for about 10 minutes just listening to the lovely sounds and eventually went back and read the instructions!

So, if there is a red triangle advancing towards the center, you have to find the triangle on the Y-axis of icons, and click in the red panel on the X-axis.

Then tesla lighting will destroy it.
Very inventive, and very beautiful... well done!

paperweight says ...
Dec 14, 2014 @ 12:10pm

Sorry had no idea what was going on!

Dec 25, 2014 @ 9:30pm

I like this weird game, can't explain why its grate!!
Ist game that I wanted to play, sound generation looks very simple, but creates mood
all 5 )))

maxmetallica says ...
Dec 28, 2014 @ 2:58am

really nice game

Menesetsu says ...
Dec 28, 2014 @ 3:03am

Thank you guys! Appreciate it. :)

panda says ...
Dec 28, 2014 @ 4:56am

Great title! And a great concept, too! I like how gameplay generates its own music, that's really cool. The game is different from what I've played before, very original and refreshing!

Dec 28, 2014 @ 5:15am

There doesn't seem to be any real cohesion to this game... It's really just a matching game, but the core mechanic is hidden behind a bunch of weird and completely irrelevant stuff. The audio is nice, but is completely disconnected from the actual game mechanic, and is confusing because of that. The fact that it doesn't matter where you place your midi blip within the correct quadrant is confusing in the face of visual and auditory cues to the contrary (the line scanning across the image and the row and column lighting up when it's activated). It seems like there's just a lot of arbitrary and largely meaningless information (what do the words "afterlife", "Testla", "Disco", "Party", or "Buds" have to do with anything in the game?) added on top of what's actually a really simple matching game. The audio is really solid, and it's pleasant to listen to, and the game mechanic is fun enough once you figure out what it is... but it's just too much of a clusterfuck to really enjoy.

Dec 28, 2014 @ 6:57am

The game was hard to get a hang on so I just kept on clicking and clicking, but the audio and graphics was great.

wavertron says ...
Dec 28, 2014 @ 8:39am

Odd game. Couldnt quite work it out if I'm honest.

voxel says ...
Dec 28, 2014 @ 10:46am

This is a delightful and really quite simple game if you understand what is happening. Can I suggest you put your instructions on the page too? Or even in-game.

Nice selection of sounds really makes this work. Though I imagine it'd be essentially impossible for the colour-blind to play.

If there is a difficulty slope I didn't detect it, perhaps the tempo could increase over time?

Definitely a unique and innovative entry. Well done

Lokiman says ...
Dec 28, 2014 @ 12:27pm

Nice idea guys I had mu fun playing the game but it was a little bit confusing in the beginning ... you should definitely build more stuff into the game and make it more challenging with greater interactivity and also add a tutorial if possible :D

Btw the audio was really nice.

hissssssssss says ...
Dec 29, 2014 @ 4:46am

It took me a long time to figure out what was going on. I read the instructions beforehand and still had a hard time with it. It took reading the comments below for me to begin to grasp the mechanics, and I bet most people won't be that patient.

I think the biggest problem is that the interface is a very bad match for the mechanics. Because the buttons are on the same field as the shapes, I'll bet a lot of players were clicking at or around the shapes they wanted to destroy, rather than one of the many (too many!) squares at the intersection of the desired colour and shape. Why are there so many clickable squares? Moreover, when a square gets triggered by the sequencer, it lights up the row and column, which seems like a neat juicy visual effect but is actually very, very misleading. The average player will probably assume that they can destroy shapes in that row and column when a square is triggered.

My suggestion would be to ditch the large grid entirely. Have the device and a smaller, clearer 4x4 control grid in the bottom center and have shapes approach from the top and sides. Have the device emit waves that expand outward from the device to strike shapes and hit them with lightning instead of a wave moving from left to right. That way you can keep the core mechanics intact while maybe losing fewer players with a confusing interface.

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