Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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I Wanna Watch Fireworks

by zacks - Competition Entry

This is the game for Ludum Dare #36, whose theme is ancient technology. I used the one of the concepts of Chinese Four Great Inventory -- the gunpowder. Originally, the gunpowder is used for lighting fireworks. So I made a game about the Emperor and ceremonies. You, as the firework lighter, are asked to select where to light the fireworks in order to maximize the satisfactory of all people.

There are six levels in total, all of which has new features to play.

The source code is here:

Downloads and Links


Kitkom says ...
Aug 29, 2016 @ 5:47am

A good idea!
But it seems too easy that I completed all level at the first try.
And the preference system make little difference.

Aug 29, 2016 @ 4:48pm

A really fun little game, though the scoring system was a bit too opaque for me. Were points only scored when fireworks ended? Do unhappy people cost points? Can people watch more than one firework at a time? All these questions made it harder to make tactical decisions in the game, but I still really enjoyed playing it!

zacks says ...
Aug 29, 2016 @ 9:48pm

@RockhopperGames, thank you for playing. The points will score when a human finish watching, besides, they can watch more than one at a time. Unhappy people won't cost points, instead, happy people will earn more points.
Thank you again for playing and commenting!

local minimum says ...
Aug 30, 2016 @ 6:15pm

Interesting casual fireworks puzzle. Since we did a fireworks game ourselves, I had to check out the competition. I like how the complexity was introduced gradually, but on that note. I didn't see if there were any target level of satisfaction needed for each level to progress. I think a big satisfaction-meter that you have to fill before times up (another progression bar next to it), would have been great for the game. A few times I clicked the status of the firework rather than the actual sprite for it when trying to select, so maybe it could have been nice to have the entire thing act as a button. For the part where they have preference, I think they need much higher bonus for getting it right. I simply played by activating any firework over where it was most densely populated at the moment rather than loosing valuable time and that seemed to yield the best result for me. Which means that I didn't bother to satisfy as many as possible, but rather a few most happy. So to improve on the game-aspect I think the right way to go besides upgrading the color matching bonus would be to have 3 states. Happy, Grumpy, Angry. Where people spawn as grumpy and if they haven't seen any fireworks in some seconds they become angry and start to drain your satisfaction pool.

All in all though, a very nice game.

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