69 Little Pieces by SamuelSousa
A game about conflicting ideas and how they come together.
A half baked mix between Puzzles and Shoot'em Ups in which sometimes a path must be built in order to proceed.
HOW TO PLAY
W, A , S, D, Space and Mouse Left Button Click.
A Solo creation by Samuel Sousa ( https://samuelsousa.itch.io/ )
| Windows | https://samuelsousa.itch.io/little-pieces |
| Original URL | https://ldjam.com/events/ludum-dare/41/69-little-pieces |
Ratings
| Overall | 503th | 3.525⭐ | 42🧑⚖️ |
| Fun | 379th | 3.512⭐ | 43🧑⚖️ |
| Innovation | 753th | 3.15⭐ | 42🧑⚖️ |
| Theme | 956th | 3⭐ | 42🧑⚖️ |
| Graphics | 619th | 3.425⭐ | 42🧑⚖️ |
| Humor | 804th | 2.5⭐ | 37🧑⚖️ |
| Mood | 610th | 3.25⭐ | 42🧑⚖️ |
| Given | 59🗳️ | 31🗨️ |
Thanks!
Keep coding :)
What I loved
* Loved the puzzles
* Interesting concept
* Artwork is on point!!
My Thoughts
* Fade transitions were a bit slow
* Took me a while before I realised I could shoot at blocks
* No azerty mode :confused:
* I’d love to see some music
* Some puzzles could’ve been a little harder, but this was perfect for a mini-game!
Great submission, Samuel! I’d love for you to review my submission as well.
https://ldjam.com/events/ludum-dare/41/keyboard-warrior
Also just a stylistic choice, but it might be good if, if you three-star a level, it sends you straight to the next level instead of cutting you to the menu and making the player sit through two loading screens instead of one.
Nice one! :smile:
I found the puzzles extremely easy. Almost all of them ended in 4 moves or less, and the solutions were immediately obvious. The moving platform levels were the only ones with a bit of challenge. And only one level seemed to use the shooting mechanic at all. It seemed like there were a lot of game mechanics that didn't really get used fully. I kept waiting for the puzzles to start getting interesting, but I felt like it never really went anywhere. I would much rather have had a game with fewer mechanics, and only 4 or 5 levels with challenging, interesting puzzles.
I also didn't really understand the story.
@Blinkenlights Thanks for passing by!
I didn't get to work on level as much as i would like so mechanics didn't get tested that much. It's something I'm currently working on.
Some minor UX details. You can start playing the game without dismissing the text, which is kind of good when you have to redo a map that you failed, but then the text should disappear if you do. It would have been nice if the level-selector automatically selected the next level or even better if you just got to it. Leaving people out of the next challenge means you give them a chance to stop playing. Inside the level, it felt a bit odd that the elevators dragged me along when I was just next to them, but didn't stop me if I was flying past them. I think it would make more sense if they only dragged me if I landed on them.
Consider properly marking the game as windows on itch.io so that it can be run in their app.
Feel free to look and vote for our entry not so polished than yours game made with Godot Engine: https://ldjam.com/events/ludum-dare/41/way-out
@Spiffy @philippkick Thanks!
I liked the mood those graphics are simply and nice!
My game: https://ldjam.com/events/ludum-dare/41/dungeon-racers
I agree should implement mobile controls once I'm develop further the PC version.