Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.

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Automatous Room Builders

by Zee - Compo Entry

*** If the top of the game is getting cut off, Press P or full screen! ***
*** On the web version, click the game, then hit R to lock the mouse! ***
*** WINDOWS DOWNLOAD IS BELOW THE WEB VERSION ON THE ITCH.IO PAGE! ***

Control the room with your mouse, including bridges and doors!
Every time a car reaches its destination, it delivers the goods needed to build the room!
What type of room will you build?

Controls:
Mouse - turn the room left/right
A/D/Arrows - turn the room left/right
Left Shift - Increase speed on keyboard turning
P - Zoom out (fixes any cutoff on lower resolutions)
R - Restart
Esc - quit (desktop version)

Made with:
Unity
Blender
Paint.net

Note:
I hope you guys enjoy it! As the game was coming along, it feels like it has promise as a puzzler with multiple levels, but the theme kind of restricted that idea. Wasn't able to make any music, and I felt sound effects weren't really needed for a game like this. Let me know what you think in the comments!

Note2:
Itch.io finally allow me to fix the upload, so now P zooms out. This fixes the small bug where on smaller resolutions the screen cut off. I fixed this before the compo ended, but Itch was having problems so it only uploaded after it ended, probably because of everyone uploading!

Downloads and Links


Ratings

Coolness79%
#60Innovation3.92
#326Overall3.26
#339Graphics3.03
#347Humor2.31
#358Fun3.08
#464Mood2.68
#605Theme2.32

Comments

MestR says ...
Dec 12, 2016 @ 6:41am

Annoying that you have to start from the beginning every time you fail. Looks good though.

erikiene says ...
Dec 12, 2016 @ 5:55pm

Nice puzzles! It is hard to progress though, if the whole game restarts when you fail. Not sure how many levels there are but I know from experience it's hard to create these sort of puzzles and you've done it well.

Move127 says ...
Dec 12, 2016 @ 6:06pm

Great game! As the others have commented, it would be nice to not have to start from the beginning.

Zener says ...
Dec 12, 2016 @ 6:16pm

Great idea! It just feels a little too hard to control, but it is very fun

SamuelSousa says ...
Dec 12, 2016 @ 6:22pm

Very nice reminds me of Professor Layton...
Restarting is a bummer... Sound would be nice but not needed ... for now :)

If you can put the bridges restarting from a set position and snapping them to certain angles when key gets pressed: 15º, 30º, 45º, 60º... whatever is best for your levels.

mutuware says ...
Dec 12, 2016 @ 6:43pm

Nice idea, well implemented, but restarting it's too harsh!

rogual says ...
Dec 12, 2016 @ 9:14pm

Neat idea. Would have been nice to start from the beginning of the level, instead of playing the levels I'd already done, again.

neontropics says ...
Dec 12, 2016 @ 10:28pm

Surprisingly fun! I liked the Shift + Arrow keys controls a lot, it's satisfying when you get it right. Restarting is super annoying though, I'd definitely change it to restart the last level instead, but maybe I'm too impatient...

PeachTreeOath says ...
Dec 13, 2016 @ 6:47am

I've seen a variant of this where you use 1 road to allow 3 lane traffic to get through without crashes, but you have a puzzler game here instead of action. I think that's awesome and something I haven't seen before. You can probably make some pretty crazy levels with this game design, though it's certainly overwhelming once you have multi-vehicles.

Simple Ghost says ...
Dec 13, 2016 @ 11:48am

Interesting idea but I hated that I always have to start from the beginning :(

legoaisu says ...
Dec 13, 2016 @ 3:03pm

The idea is nice and I really like the simplistic style chosen, but a real fallback is having to restart from the first level every time. Puzzle games don't really retain fun if the player is forced to revisit a puzzle they've already solved dozens of times without any change. The puzzles themselves were nice, but I would have preferred different controls, I tended to run the mouse off the screen.

kebb says ...
Dec 13, 2016 @ 3:43pm

Nice puzzle game, only issue is restarting the game from the beginning after failing a level. Other than that, great game!

Zarkonnen says ...
Dec 14, 2016 @ 8:57am

Good concept, gets very hard very quickly though.

Dejvo says ...
Dec 14, 2016 @ 1:48pm

Interesting and Original Idea. but the controls could be better.also, it could use a little pause before the start of the level. to figure out what to do. but it's still a good game and has a potencial of becaming full-featured

Firellon says ...
Dec 14, 2016 @ 5:45pm

Looks nice and idea is fun
Some polish and remove that lags in web build, and that could be lovable

winipcfg says ...
Dec 15, 2016 @ 4:43pm

It's cool game. However, it is very hard and I cannot continue to view other levels

Dec 15, 2016 @ 10:55pm

Good, would be better with continues or lives and sound

Hempuli says ...
Dec 16, 2016 @ 7:22pm

Hmm. I really like the basic idea, and the gameplay works! However, having to restart from level 1 every time makes it very frustrating to learn how the game works, since there's very little time to experiment with the mechanics before you get bumped back to the tutorial. I'd love to see this idea get developed more!

skorpyo says ...
Dec 16, 2016 @ 7:55pm

I realy love the idea of this game. It's a really interesting puzzle game with interesting mechanics. Also it's an interesting example of theme usage. This game affords you this feeling "i must make that". The only problem - difficulty curve. It's gets too hard too fast. This limits your audience. My suggestions:
1) Pause everything when level starts or give some "freeze" time. That will give you time to analyze the level and read the hints (right now they have almost no value cause i don't have time to read them). This will reduce the death count dramastically.
2) With p.1 this might be unnecessary. You have a pretty strict lose conditions. It is really hard to pass the level in one go without time to analyze the level. You could've added some lives to make player's life a bit easier.
Overall it's a good game with strong concept. Especially for a compo entry. I'd like to play a bit more polished version of this game. If you'll decide to make that contact me. Good luck.

Dec 17, 2016 @ 1:45am

Super clever puzzle game. The isometric artstyle is minimalistic but really cool, mechanics are really cool and make tributes to awesome game such as Monument valley. Pretty neat theme interpretation and compo entry overall.

dunin says ...
Dec 17, 2016 @ 1:25pm

Like the idea and the style.
But controls are weird (try mouse and keyboard: mouse is too weird for me, keyboard is too slow or too fast with shift, I think it need one speed and less stressful level) and restart from the beginning is really discouraging (in the third puzzle I was thinking I had to avoid a car collision, so I try three time a bad idea...)
But a good start here!

Dec 18, 2016 @ 4:09pm

Neat game! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :) https://youtu.be/8ZKn12Y_qVg

Cerberus says ...
Dec 18, 2016 @ 10:36pm

i really loved this puzzle game. it is very unique. it is true that i wanted to start from the same level, it could be not bad to add it. It was good difficult. awesome job!

peredm says ...
Dec 28, 2016 @ 10:08am

The mechanics are very original and fun but, as it has already been said, it's freakin annoying to start from the beggining every time you die. I'd have enjoyed the game much more (and completed it) if it wasn't this way

yumaikas says ...
Jan 2, 2017 @ 11:09am

It was a little hard to figure out at first, and it seems rather fiddly, since the puzzles are based on a grid, but the movement is on an analog sort of thing. Interesting idea, seems like something that'd be a good fit for mobile phones.

oultrox says ...
Jan 2, 2017 @ 3:44pm

Great entry and pretty original, at first I didn't get it but after trying 3-4 times I got the idea of the game haha. pretty cool, one question tho, you tried my game 'Code red', and you left some great feedback (thank you for that!) but I'm curious, did you tried the post-jam fixed version or the actual entry?

Zee says ...
Jan 3, 2017 @ 12:35am

Thanks everyone for the feedback! If I decide to continue with the game, I'll definitely take everyone feedback in mind, especially the starting over bit (since pretty much every post pointed that out :P).

The initial goal was to have the room grow depending on which cars you put into the goal, and have the room continue regardless, but it was too much work designing puzzles based around that in 48 hours.

I'd probably change the game into a level based system, instead of a marathon sort of deal (so no randomly spawning cars, unless there's a clear reason for it to spawn), and make it more clear when the level will grow, such as a switch to build a bridge. This way, the game's main challenge would be solving the puzzles, and the reflexes involved, without the trial and error possess, removing the frustration.

As some of you stated, a snap / angle of error would have been a good idea, and something I wanted to add, but time was running low. It would solve a few of the problems people had, such as the cars running off grid (along with forcing the cars to move on grid) , and make it a little easier to control. So I'd definitely implement it.

The car's colliding and going the opposite way felt like a neat mechanic in my head, but maybe a little confusing since that's not how cars work (lol). That's why I tried to force it to happen, but it seems people tried to avoid it, which kind of ruins the tutorial on part 3. I'd either make this more clear (bumper cars?), or change it. As @Skorpyo stated, the time to read the text might have been a bit too short, I should have implemented a pause to remove confusion.

I had very mixed feedback on the controls. Some preferred the mouse, others the keyboard. I feel like most of the complaints would be solved with the snap feature, but I would probably also add custom speed settings so everyone can get a comfortable with the game. I agree @peredm, it does feel like it would work very well with touch controls.

@Jupiter_Hadley Thanks for taking the time to make a video about my game!

Sorry for the long post, and again, thanks everyone who took the time to comment, I read each one! It's very encouraging, and helps me improve the game if I do decide to continue working on it.

oultrox says ...
Jan 3, 2017 @ 5:13am

Zee, thanks for answering in the game entry! I'm glad that the polished version you found it much better, and the climbing key changing could be a nice idea, right now you just could use W or S (or arrow keys up and down) and we thought that was more intuitive, but your approach with the grab could actually work pretty well! I'll file that idea. cheers men and good luck with the results!

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