Connected Pylons by Pat AfterMoon
Puzzle/Action made with Unity3D
Use the arrow keys to move the green character.
Push the blocks to create an enlighten link from the light pylon to the dark pylon.
Avoid the bad guys or crush them with blocks.
Enjoy ;)
Note: Linux and OS/X build provided but not tested (feedback welcome)
Use the arrow keys to move the green character.
Push the blocks to create an enlighten link from the light pylon to the dark pylon.
Avoid the bad guys or crush them with blocks.
Enjoy ;)
Note: Linux and OS/X build provided but not tested (feedback welcome)
Ratings
| Coolness | 61% | 3 |
| Overall | 3.49 | 281 |
| Audio | 2.00 | 868 |
| Fun | 3.44 | 246 |
| Graphics | 2.55 | 895 |
| Humor | 2.38 | 519 |
| Innovation | 3.40 | 374 |
| Mood | 2.71 | 806 |
| Theme | 3.22 | 581 |
After the initial confusion this one turned out to be a great little game. Graphics could use some more love though.
Next time try to invest a bit more in the visuals, the game would be worth it!
I am amazed that it had so many levels too. Its simplicity perhaps is contributing majorly to its fun :).
I like how the enemies have predictable paths so you always know where they are going and can plan properly (except the orange ones sometimes have random paths).
Well done and very good take on the theme.
Are there procedural generated levels?
I even started to get strategies! :P
My initial goal was to procedurally generate the levels, but I haven't got the time, so there is a set of predefined patterns, and only the bad guys placement is procedural, their quantity is related to the level height.
@katjap: level 46... wow!!!!
Before the submission, I have only tested until level 8. In theory, you can finish a level like this one by being faster than the bad guys spawn and you can use their blocks for creating the link. Look at blocks blinking when the level starts: 1 blink = spawn after 5 sec, 2 blinks = 10 sec ...etc. But I admit I've tried this level 46 today and so far, I wasn't able to finish it.
Now the deadline was reached, and while looking at the result and your comments, I am motivated to improve this game and maybe publish it on web game portals, and why not, tablets / mobiles…
I like it! :D
Do not be discouraged, be quick, and finish the level before all bad guys spawn!
But my algorithm was wrong. Every block has a probability of "level" percent to become a bad guy (capped at 50%). The error is here, at a given percentage, with bad luck you can have near all the blocks to be bad guys, or on the other side, if you are lucky, you can have near zero bad guys.
A good algorithm to define the number of bad guys could be Min(level, nb total of block / 2), and then, to spread the bad guys randomly on existing blocks. Using the "time before spawn" according to the level of difficulty could also be a good option. Currently, there are only 4 case with equal probabilities 5, 10, 15 or 20 seconds.
With the enhanced version that saves progression, I have currently reached the level 62. But the level 46 was the harder because it is the only level that has not enough blocks to link the pylons if you wait until all bad guys spawn (a bad luck case like described above).