Libre by DiegoCTorguet

Solve the puzzles to repair the reactor and help this lost spaceship crew to get free.
Controls
Left click: Investigate block.
Right click: Change blocks positions.
Code, Music, Art & Design by Diego C. Torguet (@DiegoCTorguet)
Acting by Antonio Bastos Córdoba (@antonio10bc)
- Game: https://torguet94.itch.io/libre
- Twitter: https://twitter.com/DiegoCTorguet
- Music: https://senseitorguet.bandcamp.com/track/alone-libre-ost
- Source: https://drive.google.com/open?id=0Bxe8uzCZfoYHdkYtT2RuVXdfbzQ

| Original URL | https://ldjam.com/events/ludum-dare/38/libre |
Ratings
| Overall | 344th | 3.148⭐ | 29🧑⚖️ |
| Fun | 492th | 2.407⭐ | 29🧑⚖️ |
| Innovation | 313th | 3.037⭐ | 29🧑⚖️ |
| Theme | 536th | 2.074⭐ | 29🧑⚖️ |
| Graphics | 240th | 3.37⭐ | 29🧑⚖️ |
| Audio | 38th | 3.852⭐ | 29🧑⚖️ |
| Humor | 338th | 2.25⭐ | 22🧑⚖️ |
| Mood | 23th | 4.111⭐ | 29🧑⚖️ |
| Given | 45🗳️ | 44🗨️ |
Having multiple language support is super awesome though! I really appreciate you adding that in. Good job :grin:
Regarding the gameplay: there really needs to be some feedback when moving the pieces, just a quick sliding animation would do the job, and a tutorial, even just a little help icon in game would help (I know you have the instructions on this game page, in game stuff is always nice though).
As for checking the pipes: I get the memory type game you're going for and it would be fun if it didn't take so long to see what the piece is. Even an animation as short as this, like .5 seconds to zoom in, .5 to zoom out, gets really annoying if you have to do it 5-10 times to quickly check the blocks. My solution was often to just randomly switch blocks without checking them and trying the on button to get lucky :smile:
Audio was quite nice, especially the creepy noise in the end got me. I don't really know what it's supposed to be (the creature he was talking about?) but it freaked me out. Good job!
The puzzle idea was simple but well executed. As others said before, more feedback about the tile switching and maybe a possibility to cancel a selection would have been nice.
Did I die in the end?
Couple of changes I'd like to see would be faster transitions in to/out of inspection mode and a little pause after a line of dialog completes (My eyes are getting bad and I usually missed the last couple words squinting).
Great job on getting all the bells and whistles of a full blown game squeezed into a Compo title!
But the video logs were nice.
Fun little puzzle game.
**Graphics**: They work. The video thing was really neat and I haven't seen that before in any other entry, so a big plus for that.
**Audio**: Actually really good. The song created a really strange and creepy atmosphere and I liked it a lot.
**Gameplay**: I understand the idea, but it's just not fun to play. Actually I found myself not using the zoom feature at all, because it was annoying and took too much time. I just randomly swapped pieces and pressed the start button, so I could see where I was going. Went much faster and worked flawlessly until the very end.
I also found it weird that there's no feedback for swapping tiles. At first I thought nothing happened, but then I realized that they indeed swapped.
Overall pretty good entry. The "hidden pipes" mechanic needs some work, but other than that I liked it.
Good entry, where music and sound effects stood out to me - and not every game has an actor, so a plus on that one too.
After a few levels, the puzzles got a bit dull which was unfortunate. But I still played to the end, and it was interesting. Gameplay-wise, I wish there was a little animation when I moved the tiles, but most other people have said that already. The mood really makes this game, and it definitely paid off.
This comment may sound like it is harsh and nitpicky but I really liked the ambition that you had for this, using real acting was a bold and innovative idea. You know how to build a mood and it is a nice game.
I hope this comment is useful. Buen trabajo.
If it's not rude to ask, did you pick up on this yourselves while developing the game, but not have enough time to change it? The overall mood and presentation is top notch, so it's a shame that the mechanics let that down...
The story behind the game development is that I made it in my university where they also hosted an alternative to the ludum dare: 'light and reconstruction'. Now I see this was a mistake, but I challenged myself to take both topics. The spaceship, its life and the narration would take the 'small world' ludum dare topic, and with the pipe examination and the reactor repair I would take my university topic. I achieved making a game with everything but It left me without the time to test the game how it should have been done.
Now I see that the puzzles can have some lack of challenge, the time to examinate the pipes is too long, and the pipe switch needs more feedback. But in the other hand I'm proud of my work being able to complete, in just a weekend and all by myself, a full game with some innovation points like the video logs and the muliple language, an experimental narration and that creepy mood which most of you have enjoyed.
This is only my second participation in the ludum dare and I've made some mistakes. I know it. But I also know I'm making progress as game dev and I completely love reading this feedback.
Thanks for your time and, as a reminder, my twitter is @DiegoCTorguet and I'm willing to meet other game devs.
Keep on it and good luck with your ratings!
@torcado @siryakko @sleepystudios @sagarpatel25700 @plepletier @somethinboutgames @kfischer-okarin @lenon-kramer @ryte2byte @lipsch @banana-man @zelos @realitycheck @notiiivan @chunkybrewster @fiery-squirrel @gamepopper @gato @maldo19 @rockhoppergames
But I stopped after two levels because having to check the case everytime is really annoying and I don't get why you made this choice. Without that, it would have been fun I think. The game also suffers from a lack of feedback when two cases are swapped so it took a lot of time to understand what to do despite the simplicity of the gameplay.
Maybe one important thing to take in mind is that I needed the feedback when changing tiles. I did not know if I was actually changing them so most of the time I was wrong and had to repeat it again.
Also, it take way too much time to enter a tile to see how its made. Maybe would be more interesting if every-time you pressed the power button all tiles would flash briefly? It may be a different thing but it could have worked.
In any case I enjoyed my time with it. Good work!
What is the "candy plastic unwrapping" sound at the end supposed to mean? Did the "creature" escape while you were trying to free the scientists, or was all that supposed to be pre-recorded footage from the past of the ship? (I guess not, since the scientists seem to acnowledge your actions)
Nice work, and thank you for rating my Little Scout! :)
https://www.youtube.com/watch?v=7lCZIZXfBmw