Literally Connected Worlds by geometrix
My first Ludum Dare! I went through a number of options during the opening hours of LD, but nothing was working for me, so I decided to take the theme very literally and ended up with this.
Literally Connected Worlds is a puzzle game in which you must connect together worlds/planets and set a high score. It's inspired by a mix of Tetris and 4X games like Ascendency, but imagine the latter being massively simplified.
Made with Construct 2, Photoshop CC 2014, Reason 5, Bfxr, Audacity. Includes some stock drum loops from Reason. Font is Spaceman by Factor, from dafont.com.
Instructions:
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- Planets fly in from all directions.
- Rotate the sun to connect planets using the [left] and [right] keys.
- Connected planets will rotate with the sun.
- Avoid connecting planets that conflict:
-- Air (green) and Earth (brown) planets.
-- Fire (red) and Water (blue) planets.
-- Spirit planets (purple) get along with everyone.
- Conflicting planets are destroyed.
- Points are given for every connected planet currently in play.
- Connecting planets of the same element gives you bonus points.
- Your score fluctuates based on the planets currently present and connected.
- The game is over when a planet reaches the outer perimeter, indicated by the purple circle.
NOTE: I re-uploaded my game six hours after the deadline. I fixed two issues: the game was unwinnable/undendable (stupid oversite on my behalf); and I accidentally left the debug hotkeys enabled. Apologies to everyone!
Literally Connected Worlds is a puzzle game in which you must connect together worlds/planets and set a high score. It's inspired by a mix of Tetris and 4X games like Ascendency, but imagine the latter being massively simplified.
Made with Construct 2, Photoshop CC 2014, Reason 5, Bfxr, Audacity. Includes some stock drum loops from Reason. Font is Spaceman by Factor, from dafont.com.
Instructions:
=============
- Planets fly in from all directions.
- Rotate the sun to connect planets using the [left] and [right] keys.
- Connected planets will rotate with the sun.
- Avoid connecting planets that conflict:
-- Air (green) and Earth (brown) planets.
-- Fire (red) and Water (blue) planets.
-- Spirit planets (purple) get along with everyone.
- Conflicting planets are destroyed.
- Points are given for every connected planet currently in play.
- Connecting planets of the same element gives you bonus points.
- Your score fluctuates based on the planets currently present and connected.
- The game is over when a planet reaches the outer perimeter, indicated by the purple circle.
NOTE: I re-uploaded my game six hours after the deadline. I fixed two issues: the game was unwinnable/undendable (stupid oversite on my behalf); and I accidentally left the debug hotkeys enabled. Apologies to everyone!
Ratings
| Coolness | 47% | 1319 |
| Overall | 3.29 | 471 |
| Audio | 3.12 | 320 |
| Fun | 3.11 | 497 |
| Graphics | 3.07 | 580 |
| Innovation | 3.43 | 350 |
| Mood | 3.04 | 515 |
| Theme | 3.86 | 115 |
Not in the connecting sense itself, but in how/why it appeared certain planet were connecting and how other weren't.
Reading the description afterwards, I got to see that there is also a "pairing" system. Nevertheless, this is not represented ingame for the player to learn by herself.
Other than that, the game feels like it "could not have an end". I must admit that I stopped playing before reaching the outer perimeter. It makes some sense in the mechanic, even though this perimeter could grow from close to the sun and "gain" diameter at each connecting planet/level of connection, allowing to build/expanding a structure in a meaningful way for the player.
Otherwise cool mechanics, nothing too original but nicely executed.
Congratulations in making a game and especially at your first attempt at LD !
Good job anyway. I got a score of 388.
Good job!