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

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

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by Mordokay - Compo Entry

In this game you have to complete the products coming from the assembly line with the right spare parts.

You need to complete at least 50% of the product to gain positive points. The more incomplete the product is by then end of the line the more negative points you gain (bellow 50%).

If your score gets negative you lose the game.

There are 3 game modes (Easy, Normal, Hard) and each one has different parts to match different products.

NOTE: The Web version works but it is a bit laggy so I recommend using other platform for a better experience.

Tools used:

->> Paint.NET
->> Unity
->> Audacity (for sound editing of some royalty free assets I downloaded)

Downloads and Links




MAT4DOR says ...
Dec 12, 2016 @ 2:01pm

Really cool game! I was hooked up, played for a while. The hard difficulty is quite hard, very difficult to complete a full product. It would be awesome if we could hoard parts, like move them to the top of the belt again to have them for a little while longer.

Darkhaul says ...
Dec 12, 2016 @ 2:08pm

Very impressed with the full sound design and music, gamplay is simple but good, a little buggy at times when blocks that you've already places move out of the shape again, but overall very enjoyable.

Mieeh says ...
Dec 12, 2016 @ 4:59pm

Music is top notch!
Graphics are quite plain and could've used some more work.
The gameplay is enjoyable, but it would benefit from a proper tutorial, or it all just being slowed down a bit. I found myself losing because I didn't know what blocks were coming, or missing the collision box just slightly, making the pieces snap back and it was all lost ):

I also found myself losing despite completing 50% or more of the shapes?

Overall I think this was an amazing take on the theme! Keep up the great work!


Asturk says ...
Dec 12, 2016 @ 5:45pm

Nice game, its very challenging strategy at more hard dificulty settings, its simple and fun. you really wish for the perfect pieces sometimes in this kind of game, but its the strategic thinking and managing the pieces that matters. Good job!

mutuware says ...
Dec 12, 2016 @ 6:33pm

Great work on the title theme tune!

Xinelu says ...
Dec 12, 2016 @ 8:37pm

Kinda hard but i like it xD!!!

cushycode says ...
Dec 13, 2016 @ 9:59am

Wow! It's very impressive to create a game with 3 different difficulty levels within 2 days. The sounds are neat and the idea a pretty good also.
Great job!

morrilet says ...
Dec 13, 2016 @ 3:48pm

Really satisfying game with a cool concept. At times the products didn't seem to be receptive of the component but that was only a minor issue in a game that was very strong overall. Also, props for getting 3 difficulties in there in time, it goes a long way for replayability.

tommarx69 says ...
Dec 13, 2016 @ 5:18pm

Nice game ! Sounds good and it's very hard !

Palarus says ...
Dec 13, 2016 @ 5:57pm

Wow! The core gameplay is very interesting.
Maybe some polishing regarding feedback for the player and graphics would have been nice, but the important part, the mechanics, are there, and they work brilliantly.
Also, full sound design is a great addition and the difficulty makes it engaging and challenging. Good job!

Mikel says ...
Dec 14, 2016 @ 3:12pm

Addictive... :-)

madjackmcmad says ...
Dec 14, 2016 @ 4:23pm

How did you make all that music over the weekend?! O_O way to go. I do wish I could rotate parts, that would make it a little more interesting instead of just having to wait and be sad when all sorts of parts I can't use roll by.

Dec 14, 2016 @ 4:44pm

Score: 604 before I had to quit. (but I wanted to continue)
Good game! Music was catchy and was fun to race the conveyor belt. Most fun and best music I have seen so far!

*found bug where you can hoard parts, pickup a piece and wait for the conveyor to move the void space off the page. When you drop the part it will return onto the conveyor rather then be destroyed. Useful for 1x1 storage.

misaghDroid says ...
Dec 14, 2016 @ 7:35pm

if the sensitivity of matching was a little lower it was much more enjoyable. all in all i love the idea and the way you made it. Nice job!

amras0000 says ...
Dec 17, 2016 @ 12:50pm

Throughout my play-through I felt like the game was throwing challenges at me I couldn't complete with the pieces given. Maybe I wasn't being clever enough, but I couldn't find a better strategy than shoving what pieces would fit in the frame before they disappear, and praying for what I need to finish to spawn.

I feel that the three main issues with the gameplay are as follows:

The pieces move down the screen too fast, and there's too few variants on the screen at any given point (never enough to actually complete the frames). The vertical conveyors should be longer(or the pieces smaller, more numerous and slower), and the pieces shouldn't despawn until they're actually off the screen.

The frames dissapear before they've left the screen (often I just had to place that one last piece and couldn't because the frame would just vanish)

Actually dragging the pieces in place was too finicky and inconsistent. The pieces would drop back to the conveyors unless I was dead on their positioning in the frame (difficult to do with everything moving), and trying to select them in the first place was a pain (for the same reason). I felt like I was fighting the game to get the pieces in the frames. Again, slower conveyors and a more liberal snap-to-frame would've solved this.

Some additional suggestions to make the game feel more structured and give the player some more agency:

There should be less piece types. Either let the player rotate them or design your puzzles so only 4-8 different piece types are needed to complete them. This would make it more predictable what options the player's going to have in a couple seconds and help plan out the solutions.

The frames should actually allow usage of different piece types. Too often did you spawn a frame that requires specifically the pink or grey pieces in a given spot, or one that only allow a T/L shape in one spot and requires straight ones all around. Simple shapes, like squares, circle-approximations, maybe a + composed of 5 2x2 squares, would all work. Force the player to strategize and find ways to fit shapes in, don't just force the solution onto them.

I think the mechanics have a lot of potential, but they do need some polish to reach it.

Regarding the music: the intro screen had amazing music, but the actual gameplay loop got grating fast.

edve98 says ...
Dec 18, 2016 @ 2:24pm

I also agree that more liberal snaping would have been nice (at least showing where the piece is going to snap if you release the mouse would have been good). I also felt that after some time the game was too easy even on highest difficulty. I wanted it to gradually speed up or something

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