Power Grid Graph Nightmare by ultrarat

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

There's like a bunch of houses running out of power from their generators or something, so you need to connect them to the grid in the cheapest way possible ( so lower scores at the end are better. ) Levels are randomly generated

Controls:

Use your mouse to click on any of the three wire cards in your hand, then place that card somewhere on the grid.

Strategy:

  • Try to make short path's through the good areas while avoiding the red bad areas. You get negative points at the end for wasted tiles that don't connect to anything, but sometimes you just have to get rid of tiles if you get 3 bad ones.
  • Per usual the real pro strategy is just to go into the config file in the assets folder and make up your own values for everything.

Screenshot2.PNG

Dev notes and takeaways:

  • The usual lesson of being an adult sucks when it comes to having time for Game Jams, Only got about 2 half days to do something. I guess it's "done enough" to submit, and I wanted to check out the new LD site, just wish it were I theme I was more inspired by.
  • My main reason for doing gamejams is to try to learn new tools I don't use in my day job. So I got in a time machine and went back 10 years and decided to use SDL alone for this project ( hence no sounds and bitmap font.) Didn't have time to change the font so that's just a direct rip from lazyfoo's SDL setup tutorials. It was pretty interesting going back to basics and having to think about every little detail. Ah... Manually making spritesheets, setting up my own pathfinding, texture management being the first thing you have to do before even prototyping, giant message polling to parse out events, nothing like a trip through the good old days to make you appreciate what you have. Except I still spent like 2 hours trying to get xcode to build/link properly some things are eternal.
  • I'm done designing puzzle games where you can't display the score as the game is in progress. It's too confusing. Score here is derived by the total pieces used in the SHORTEST paths to each house, with a different cost for each node ( 1 for green squares, 5 for normal, 30 for red ) and a penalty x3 times the number of pieces wasted. Since we can't know what's wasted until the entire grid is complete it's hard to explain. Also since the levels are random ( if I had more time I probably would have just picked some rand seeds I liked ) it's hard to tell people what a "good" score is, probably at < 150 or so on most levels I saw.
  • Another thing I had to cut was originally green squares were worth negative points. Meaning you could actually end up with a better than 0 costs, as if someone had paid you to lay out the tiles. It didn't really work with the fiction so it confused 100% of playtesters ( all one of them and I kind of agreed. ) Disappointing because one of the cool things about video game A* is that nodes can have negative costs, which isn't allowed in the real world.
  • Speaking of A* shortest paths, I didn't think of this until I was done but it's really confusing when all path's don't highlight and only the shorest ones do. I find I'm often confused that the long paths don't work if there was a shortcut already found. I should have just followed all tiles and not done real pathfinding.

Tools: - SDL2 - MSPaint ( RIP )

Ratings

Overall 650th 3⭐ 24🧑‍⚖️
Fun 722th 2.636⭐ 24🧑‍⚖️
Innovation 593th 2.762⭐ 23🧑‍⚖️
Theme 613th 3.19⭐ 23🧑‍⚖️
Given 21🗳️ 20🗨️

Feedback

Evrim
02. Aug 2017 · 07:09 UTC
My computer keeps telling me that the file is malicious and it doesnt let it run. This is the first game I receive such a message among many I played. I loved the idea of the gamebthough I would love to play it.
Spice135
02. Aug 2017 · 07:12 UTC
Interesting game!
Jaakko
02. Aug 2017 · 07:32 UTC
This is addictive. Good job!
🎤 ultrarat
02. Aug 2017 · 07:34 UTC
@evrim, what's your OS and virus scanner? ( I promise it's not malicious btw :)
krunoslav
02. Aug 2017 · 09:54 UTC
Nice game, some maps are interesting, but as you say, it is possible to have maps where you do not have many choices, like this one:

![loc.png](///raw/a94/3/z/8575.png)
Mathiouza
02. Aug 2017 · 12:47 UTC
Nice game, but the radom do not like me I think x) Good puzzle game. (Try to make sounds next time)
filippy
02. Aug 2017 · 13:04 UTC
Always nice to see puzzle games, this one is particularly entretaining, with just the right level of challenge to keep it engaging
Evrim
02. Aug 2017 · 14:45 UTC
@ultrarat Avast Antivirus. I did play it once and I am sure it is safe. But the second time I tried to open the file, my antivirus software was very strict about securing it and not opening it again. I just wanted to let you know of the problem. Maybe it can be corrected.
Laaph
02. Aug 2017 · 18:45 UTC
Very nice! As someone who also tried to use SDL and remember the lazyfoo SDL tutorials, I'm impressed! It's the pipe game all over again. For those struggling with not many choices, remember you can zigzag back and forth. Sure it will cost more pipes but it might be fewer than leaving pipes all over the map.
TheFlyingKeyboard
04. Aug 2017 · 00:39 UTC
Really fun and simple idea. I enjoyed it very much, while playing. Random system needs more polishing, but is not bad. Very nice entry, great job!
tmpxyz
07. Aug 2017 · 09:15 UTC
A simple design & implementation, but there's a nice design idea within, the random tile is well designed, it would be better if there's some "wild card" or "special power" to add some spice;
Spotline
12. Aug 2017 · 08:58 UTC
I had a security problem too. Everytime I launch the game i get "Windows cannot access the specified device, path, or file" and then the .exe gets automatically deleted. I scanned it with Avast who said everything was fine. Tried to add all authorizations and to unblock it but nothing changes :(
phi
12. Aug 2017 · 09:08 UTC
Interesting. The concept is quite simple and easily understandable, but I got frustrated pretty quickly because I couldn't correct mistakes. I agree that the level randomization isn't optimal. Maybe starting with a smaller world and more predictability would give you more control over the difficulty curve. I know it's very hard to balance puzzles like these, but some hand crafted level design could be something to try out. The graphics sytle is charming and intuitive, although not entirely consistent. But overall nicely done!
oakus
12. Aug 2017 · 09:34 UTC
Good concept, the random generation could use some fine tuning and special case handling, but generally it works and is easily understandable. Definitely a good job!
DeadlyAlive
12. Aug 2017 · 10:30 UTC
Very nice gameplay!
JemSmith
12. Aug 2017 · 11:40 UTC
I like what you were going for here, but I would like to see a version of this without the random draw of 3 tiles. I know that's the point for the most part, but with all kinds of interesting zones on the board, I feel like there could be a better optimization-style puzzle in here. The small random tile deck meant that I often had to place a few random wires in cheap zones just to get the tile I needed. I'm not sure what else would have to change if you had an unlimited deck, but it could be interesting to try.
Jupiter_Hadley
03. Sep 2017 · 19:15 UTC
Nice game! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=oqlTLOajPzI