Night Shift by galacticglum

[raw]
made by galacticglum for LD 39 (JAM)

You are a factory worker at Glumtopian Canned Foods Inc. on your night shift. In order to save money, the factory has deemed it necessary that the central factory lights shall not be turned on. You have two primary devices which spend energy: your flashlight and the crate movement machine. If you run out of power during your night shift, you will be lost in the factory until someone finds you the next day.


Made in 72-hours for the Ludum Dare jam by GalacticGlum and PurrfectPanda. Livestreamed start-to-finish at https://twitch.tv/galacticglum/


Tools: Unity 2017.1 Photoshop CC Paint.Net

Fonts: Baloo-Regular (https://github.com/google/fonts/blob/master/ofl/baloo/Baloo-Regular.ttf) Alice-Regular (https://www.fontsquirrel.com/fonts/alice)


DIRECTIONS:

To move the player (and push crates) you can either use: - Mouse click: a circle cursor will appear when you hover over a tile you can move to. - Arrow keys/WASD

Push the crates so they all end up on a crate drop-off tile whilst using as few crate pushes as possible. Crate drop-off tiles are light gray and have a blue box on them.

Crates with a (small) green square (on the top-left) are on a crate drop-off tile.


CREDITS: Maps by Guichard (from: http://www.game-sokoban.com. Guichard is not affiliated in any way). Box Icon made by freepik from www.flaticon.com. Crate graphic made by Bluerobin2 (https://opengameart.org/users/bluerobin2).


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Ratings

Overall 690th 2.95⭐ 22🧑‍⚖️
Fun 380th 3.2⭐ 22🧑‍⚖️
Innovation 846th 1.95⭐ 22🧑‍⚖️
Theme 691th 3⭐ 22🧑‍⚖️
Graphics 720th 2.6⭐ 22🧑‍⚖️
Humor 631th 1.688⭐ 18🧑‍⚖️
Mood 752th 2.421⭐ 21🧑‍⚖️
Given 12🗳️ 7🗨️

Feedback

acoto87
01. Aug 2017 · 02:17 UTC
Nice puzzles!
Manumeq
01. Aug 2017 · 11:58 UTC
Really good an interesting puzzles. Straight forward and simple to understand gameplay but challenging and interesting. However, the lack of sound makes the game a bit boring.
Timps
01. Aug 2017 · 12:12 UTC
That was a lot of fun, and well designed. It felt like the power requirement/difficulty jumped really quickly.
Solutions to push a block out of the way and double back to it showed up earlier than I thought.

Mouse movement didn't work for me at all on Windows 10.

The light dropoff felt a little off. It was a little tedious to have to scout around the level to see the shape before restarting. Maybe the outline of the level could be shown, but not the crates locations?

This was a really nice take on the classic pushing boxes puzzle game.
I didn't see a lot of worldbuilding or scenery to suggest I was in a factory. The title text told me, but it didnt feel that way.
Johngun
01. Aug 2017 · 12:21 UTC
Easy to pick up, nice and entertaining puzzles. I do miss some sounds or music but otherwise nice work.
Mr Marcgenesis
01. Aug 2017 · 18:05 UTC
Not bad for a Sokoban type of game. The power implementation is a nice twist, making you think before acting. It would work well on a mobile device. Good job!
FooMar
09. Aug 2017 · 03:12 UTC
Your game is challenging and has some atmosphere to it with the dim light. It really would benefit from sounds and a more consistent graphic design. The 2D sprites inside the 3D frame feel a bit flat (I know, great description :D ).

I definitely see potential, right now it's a bit like an unpolished diamond.
beardogames
16. Aug 2017 · 15:55 UTC
I appreciated the integration of a power meter into a Sokoban style game. Nicely done!
abductedPlatypus
16. Aug 2017 · 18:32 UTC
This one contains one of the best puzzle collections I have seen during any Ludum Dare. I don't really get the power meter, because I wasn't held back by it. (Once, but that was actually when the meter reached zero when I solved the puzzle, maybe fix the check order.) I liked how the light dimmed as I used up the power though so if you could make the power a bit more meaningful you have a great mechanic to improve on this puzzle mechanic.

Anyways, I enjoyed this one __ a lot__!
simonhutchinson
20. Aug 2017 · 17:58 UTC
Very cool. I like this kind of puzzle game, and the "running out of power" idea seems to fit well.
Aterlamia
20. Aug 2017 · 18:47 UTC
Your linux build is missing the data folder so i cannot play it also unfortunately no html5 backup
Yetman
20. Aug 2017 · 19:52 UTC
I like Sokoban. The added mechanics is really fun and makes it more challenging. However, I think the design of the meter can be better; as it is now, I can't know the number of remaining actions so I think you should add it as a number of break the meter into a number of segments equal to the allowed moves.
yuigoto
21. Aug 2017 · 04:15 UTC
Really reminded me of Sokoban mixed with the limited movements of Intelligent Qube, which is pretty nice and challenging, and I did like the overall game mechanics, though sometimes wished the character moved a bit faster. :P

The absence of sound kinda takes some of the game's mood, but not the fun and challenge. ;) Dying and restarting does feel a bit frustrating though, after you get so used to more current games where checkpoints or a "continue from level X" became quite common.

Great work and good job, though! ;)