Affinity by unpronounceable
Affinity is a puzzle game made for the 48 hour competition.
The idea is to minimize conflict between differing worlds while still connecting everything.
The worlds are abstract floating clouds of particles with one or two colored symbols representing ideas. You have to create links between these worlds.
The links have a degree of affinity between them, similar ideas create high affinity. You can tell the affinity by how the link looks. The higher the affinity the more purple and smooth it is, the lower the more jagged and orange.
Ideas leak between worlds some, so you have to be careful not only of what you're linking to but what you're linking to is linked to.
You can tell how many links you have left to create by looking at your cursor. The number of lines in it is the number of links left.
Controls:
Left click when your cursor is over a world to select it.
Left click when not over a world to deselect the currently selected world.
With a world selected you can right click on another world to create and destroy the link between them.
You can press escape at any time to go back to the main menu.
Goal:
- Use all your links.
- Keep affinity high enough among the links between worlds.
- Make sure each world can reach each other world.
Misc:
This was made using the SDL 2.0.1, SDL_image 2.0.0, SDL_mixer 2.0.0, SDL_ttf 2.0.12 libraries. Everthing was coded, compiled, and debugged using Visual Studio 2010. Tried to keep it as compliant with C89 as possible. The base code was made available before the competition and is stored here: http://sites.google.com/site/unpronounceablegames/LD30%20Base%20Code.rar
Unfortunately I don't have access to a Mac or Linux box. So don't expect builds for them.
This is my fourth successful Ludum Dare out of the six I've attempted. Final build was made about two and a half hours before the competition ended.
The primary fuel used to make this game was cake, meatloaf, and tea.
The idea is to minimize conflict between differing worlds while still connecting everything.
The worlds are abstract floating clouds of particles with one or two colored symbols representing ideas. You have to create links between these worlds.
The links have a degree of affinity between them, similar ideas create high affinity. You can tell the affinity by how the link looks. The higher the affinity the more purple and smooth it is, the lower the more jagged and orange.
Ideas leak between worlds some, so you have to be careful not only of what you're linking to but what you're linking to is linked to.
You can tell how many links you have left to create by looking at your cursor. The number of lines in it is the number of links left.
Controls:
Left click when your cursor is over a world to select it.
Left click when not over a world to deselect the currently selected world.
With a world selected you can right click on another world to create and destroy the link between them.
You can press escape at any time to go back to the main menu.
Goal:
- Use all your links.
- Keep affinity high enough among the links between worlds.
- Make sure each world can reach each other world.
Misc:
This was made using the SDL 2.0.1, SDL_image 2.0.0, SDL_mixer 2.0.0, SDL_ttf 2.0.12 libraries. Everthing was coded, compiled, and debugged using Visual Studio 2010. Tried to keep it as compliant with C89 as possible. The base code was made available before the competition and is stored here: http://sites.google.com/site/unpronounceablegames/LD30%20Base%20Code.rar
Unfortunately I don't have access to a Mac or Linux box. So don't expect builds for them.
This is my fourth successful Ludum Dare out of the six I've attempted. Final build was made about two and a half hours before the competition ended.
The primary fuel used to make this game was cake, meatloaf, and tea.
Ratings
| Coolness | 46% | 1364 |
| Overall | 3.08 | 684 |
| Audio | 2.85 | 452 |
| Fun | 2.45 | 1028 |
| Graphics | 3.00 | 615 |
| Innovation | 3.50 | 297 |
| Mood | 3.25 | 340 |
| Theme | 3.77 | 169 |
Feedback
esayitch
25. Aug 2014 · 17:51 UTC
Simple, effective idea. I got stuck on level two... I linked all the worlds but nothing happened.
ReddogStone
25. Aug 2014 · 22:18 UTC
An interresting idea. I seem to not have gotten the rules quite correct. I couldn't figure out why level 3 has not worked. But I could imagine, if you would build up the difficulty more slowly and explain the rules much more... It's a nice, finished game with a good idea at its core.
Andrew Adams
25. Aug 2014 · 22:36 UTC
Why you no Mac?
Conk
25. Aug 2014 · 22:37 UTC
Pretty cool idea, I found using links on themselves solves the level when stuck, and if you do that you can't get them back, I think. I dunno, it is a cool puzzle though (: good job
PERECil
27. Aug 2014 · 17:26 UTC
Not bad, but maybe a bit to easy. May I suggest to add a timer before "world war" so the player must think fast to connect the worlds. (ie culture versus war)
RodRoy1
28. Aug 2014 · 17:44 UTC
I really liked this concept, especially the mouse which tells you how many connections you have left. The puzzles themselves do seem a bit simplistic though. Ether way, well done.
mclewis
31. Aug 2014 · 02:07 UTC
A cool puzzle concept, but kind of confusing to figure out.