Move_LD42 by Diablo
Collect the coins, avoid water, lava and holes
Game is quite a hacky mess. Only really spent a day and a half on it due to idea procrastination :P
Controls: "WASD" or "arrow keys" for movement, and "Space" for jump


| Windows | https://www.dropbox.com/s/i9uiqmxjdyfrtc6/Move.rar?dl=1 |
| HTML5 (web) | https://vdiablov.itch.io/move |
| Original URL | https://ldjam.com/events/ludum-dare/42/move-ld42 |
Ratings
| Overall | 647th | 3.333⭐ | 26🧑⚖️ |
| Fun | 678th | 3.146⭐ | 26🧑⚖️ |
| Innovation | 902th | 2.87⭐ | 25🧑⚖️ |
| Theme | 211th | 3.958⭐ | 26🧑⚖️ |
| Graphics | 523th | 3.542⭐ | 26🧑⚖️ |
| Mood | 844th | 2.825⭐ | 22🧑⚖️ |
| Given | 20🗳️ | 14🗨️ |
Core gameplay wise:
- The fact that pressing diagonals doesn't result in a movement that lines up with the diagonals in the game is annoying - you should be able to walk straight along an axis if you press that diagonal, but that doesn't work and results in a lot of keyboard tapping which is more frustrating than challenging.
- Doesn't seem like a new coin appears as soon as the old one is collected, if not, why not?
- The player movement is also quite flat. A game that focuses entirely on the movement could benefit with the movement being more fun an dynamic.
- Did not even think/know there's a jump. Besides the animation not being an animation, which it should be, perhaps stick a prompt in the game. Again, why not?
The base idea is solid, but it would need more time for refinement - in particular, music and sound effects would do wonders to the game feel; adding warning to which blocks will fall to give the player more time to plan; better player and coin graphics, as well as special effects, to make collecting stuff feel more rewarding; more diversified tiles, maybe even some powerups, etc...
Still, I really like the isometric view, and the map looks extremely clean. That loading animation is dope!
1) Good point, I noticed at the very least that the movement/controls weren't intuitive, but it never really bothered me too much
2) Yeah, I ran out of time, and had a bad case of overscope so I quickly hacked a coin system to compensate for other mechanics that didn't make it
3) Couldn't agree more
4) I had a jump animation in mind from the beginning, and thought it was going to be relatively quick so I left it to the last hour to implement, but I was wrong. It's not that I thought it was difficult, I just didn't have the energy or time to fit it into my hacky mess.
@ZenriS
Yeah a friend of mine suggested bigger tiles today, I think that would work a lot better :)
@jeremy-ryan @JSMCAG
Thanks :D, I was hoping for all of these features, but I managed my time terribly and just couldn't get to it all in
I like the animation at the beginning where you spawn the blocks, so nice and smoooooooth :3
A thing you can improve is to indicate which block is about to fall, it happened quite often that I just ran into the one that fell. So have a blinking or shaking animation on that block or something would give it a great feel :)
Otherwise some minor thing was the text, did you use TextMesh or the regular text that unity provide? Try switch to the TextMesh one it is much better and scales better :)
Overall awesome work! :)))
The controls were a bit frustrating and is strange that it doesnt match to the orientation of the tiles. As others have mentioned I also didn't realise there was a jump until way later (and its a bit weird)
Some simple sound effects (bfxr) and music would have gone a long way and another easy win would be to change the base font but I guess I am just being a bit nit picky.
Overall well done on getting a game done in such a short time!
It's quite tricky moving left and right and horizontally over a grid that is diagonally arranged (though a different diagonal orientation to pressing up and right). I got caught moving over a corner of a hole a couple times.
Is there any warning/logic about which tiles are going to disappear?
If you take this further, I'd like to get something for eating the coin. Like growing longer (and so perhaps having more segments to sacrifice). Or getting more jumps. Or some gameplay reward for collecting the coin.
Well done on making this in such a short time. Really well scoped for your constraints!