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

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by Dining Philosopher - Jam Entry

Leonardo has a lot of sculpting to do, and precious little time.
To speed things up, he has invented a Helisculptor.

Can you turn the mountains into Leonardo's visions?

Scoring is based on the accuracy of your sculpture, as well as on the vigour with which you swing your hammer.

Best played in Chrome or Firefox.


Made by Jelle and Anneroos, using Crafty.js, Sublime, Inkscape, Audacity and LMMS.

Downloads and Links


steph88 says ...
Aug 30, 2016 @ 7:52am

Hi, nice game and congratulations ! Simple mechanics that still offered a decent amount of challenge.We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description. (you can already find several games from the jam there)

Ebriosus says ...
Sep 1, 2016 @ 5:34am

Awesome concept! Never played a game with this kind of mechanics before! I have to admit - the game is really difficult. I managed to complete one sculpture after 19 attempts, lol.

It was fun!

Sep 9, 2016 @ 2:15pm

Quite original again :D I couldn't make it past the Eiffel tower, where my incredibly pretty rock kept getting 0% accuracy. How is this computed?

There seem to be some issues with the sound, which loops, and the music, which doesn't -- that seems the wrong way round.

mar3k says ...
Sep 9, 2016 @ 3:28pm

Nice idea, nice simple art and music - good job

felixsoum says ...
Sep 9, 2016 @ 7:44pm

Awesome art and application of the theme! Very innovative gameplay!

chrisdugne says ...
Sep 9, 2016 @ 8:33pm

Nice gameplay, maybe a bit too difficult, beautiful helicopter, I really like the overall idea.
How about adding gravity to the blocks, so they may fall into the empty room the blocks under them are broken ?

Peni6 says ...
Sep 9, 2016 @ 9:09pm

Coherent art style and music, original idea, timer is definitely way too short.

comatomatoes says ...
Sep 10, 2016 @ 3:45am

Very cool concept! I managed to make it all the way through! I was a bit confused about the scoring, but I was still able to make progress. In one sculpture, I got 3% even though I thought it looked reasonably close. In the blobby one I was really sloppy but it still let me pass. XD Nice mix of simplicity and challenge.

Sep 10, 2016 @ 1:24pm

Thanks for the comments everyone!

@Frozen Fractal @comatomatoes: the scoring system works as follows; the game simply overlays the sculpture template with the rocks at all positions and calculates a score at each position. It then picks the highest score. Scoring works by checking if a template-tile matches the underlying tile. Template tiles are either rock or empty. You cannot see the latter in the template, but they're generally just the holes and the immediate border of the rock tiles.

A different number of points is awarded for different tiles:

Rock: 5
Empty, with less than 5 matching rock neighbors around it: 3
Empty, with at least 5 matching rock neighbors: 15

The high number of points for the last one in an attempt to emphasize 'key features' of the sculpture. We should (have) lower(ed) this because it has too large of an impact on the score.

We then calculate the accuracy by comparing your score to the maximum possible score of the sculpture. We noticed that the best match is already around 70% of the maximum score when you don't do anything, so we let the computed accuracy range linearly from 0 to 100% as the score goes from 70% to 100% of the maximum score. Therefore if your score is below 70% of the maximum score, your accuracy is 0%.

A big problem with this scoring scheme is that it's very 'static'. You can have the top and bottom of the sculpture both perfect, but if they are shifted by one tile relative to each other you probably get 0% accuracy, even though it looks good to the human eye. I'd be interested if anyone has a fast solution to this problem :)

@Ebriosus @Peni6 that's the debugger's curse, we played around with it so much that we couldn't judge the difficulty anymore :P

@chrisdugne We actually considered this, but felt that it wouldn't improve the gameplay. Also it would have required calculating connected components (or only let isolated blocks fall) which would have been a bit of a hassle.

Personally I was pretty pleased with how the tiles are connected visually (handling corners), this was a step up from our previous tile-based games.

I was hoping the hammer-mechanic would feel a bit more powerful; I considered adding the possibility to swing it actively, but wasn't sure whether it would improve things.

By the way, we searched for our mechanic and found this:

SamuelSousa says ...
Sep 12, 2016 @ 4:20pm

Simple and very fun to play and control. Amusing music and Charming art.

Levels feel a little too hard due to time constraints.
I reached level 4 (Eiffel tower). I also like how you are able to experiment other puzzles without beating the current one.

Great Entry!

PlasmaErnst says ...
Sep 12, 2016 @ 6:13pm

Oh, top game! It was very exciting to play, timer was fine for me. It was a nice reward when the structure turned into the actual building when i had perfect accuracy. Also feedback for smashing stones worked well. Very cool entry!

NightShadow0 says ...
Sep 12, 2016 @ 6:57pm

Man, this is really hard, the timer is super strict.
I did manage to 100% one of the sculptures and was very pleasantly surprised to see it transform, but couldn't make it much further.
Where i lost the most time was in counting tiles, to ensure i was hitting a height of 6 and the like; maybe a built-in grid or ruler of sorts could mitigate that?

I loved it though, really fun game and very clever concept.
Great work!

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