float and stuff by wildcard
Controlls : WASD for movement, you can zoom with M, at the start screen you need to press the start text with a mouse(prefferably one that can connect to a computer!)
Get to the yellow goal-space, Don't run out of space!
For this project I used Unity, "art"work was done in aseprite, music and other sounds were made in LMMS and a bit of audacity.
Inside of unity I included pro-builder and pro-grids, but I mainly used pro-grids since I really didn't need pro-builder for this project.
Source and browser version below.
I had fun and I learned a lot, tell me what you think!
| Source code | https://github.com/JoelSjoberg/LD_42_Project |
| HTML5 (web) | https://wildcardjecs.itch.io/float-and-stuff |
| Original URL | https://ldjam.com/events/ludum-dare/42/float-and-stuff |
Ratings
| Overall | 552th | 3.058⭐ | 45🧑⚖️ |
| Fun | 441th | 3.105⭐ | 45🧑⚖️ |
| Innovation | 651th | 2.488⭐ | 44🧑⚖️ |
| Theme | 472th | 3.302⭐ | 45🧑⚖️ |
| Graphics | 612th | 2.547⭐ | 45🧑⚖️ |
| Audio | 301th | 3.023⭐ | 45🧑⚖️ |
| Humor | 333th | 2.444⭐ | 38🧑⚖️ |
| Mood | 309th | 3.039⭐ | 40🧑⚖️ |
| Given | 41🗳️ | 37🗨️ |
I would have liked there to be some more complex levels where you carefully have to think about how you are moving. You could for example have large levels with items that has to be picked up in a certain order, or tiles that resets some other tiles when activated or something. Basically, I think there is potential for a very good puzzle game here.
As it is now you are incentivized by the enemies that destroy your path to just quickly rush through to the end instead of carefully planning your movement. The path you have to take is also fairly obvious, which means you don’t have to put much thought into how you actually walk as long as you are quick enough. Because of this, it isn’t much of a puzzle game which I think should have been the focus. I think maybe speed shouldn’t be a factor and the difficulty instead could come from figuring out the right path to walk on in a complex level. There could still be enemies if the game was completely turn based and their movement was clearly telegraphed and deterministic, so you could take their movement into account when you planned your own moves.
Another small issue is that WASD movement on isometric tiles can be a bit confusing (for me at least) because the direction of the keys doesn’t translate directly onto the map. To have an option to move by clicking on neighboring tiles would have been nice (But because the game now requires you to be quick this would maybe have been impractical)
Other than that, the ambient sound/music is excellent! It’s very atmospheric and gives the game a cool eerie feel.
Overall a very cool game and I enjoyed playing it! Well done!
Unfortunately I did not consider the WASD problem, I will have to consider this in the future! I am also glad you liked the music :). Thank you for your feedback @gurbx!

I felt that the real-time nature of the enemies was a bit much, but maybe that is a good way to differ from other similar games.
But in the end it was really fun to play and fast paced after I got used to the mechanics.
@sambi Thank you for playing and bringing this to my attention! It appears to be a design bug in my code. In order to lighten the load of the path-finding I only check the fail-state when the player moves. This might be remedied by doing that same check when enemies move, I will have to look into it if I find the time. Thank you for your feedback as well, I am thinking of making it turn-based and seeing how it plays after that :D
I really liked the game! Sometimes it seemed like it just glitched out (the screen would make a crumbling noise and I would just die even though nothing had happened) but I had a lot of fun playing!
Keep it up!
Btw teasing the mechanic on the start screen was a really nice touch!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
It is a pity the puzzles are too easy for me. Maybe you could make more levels.