Quicksort by Yngvarr

Did you ever wonder why your parcel takes so long to be delivered? Well, the delivery is a complex process, it requires many pieces of a system to work seamlessly and of course perfection can never be achieved, because of a disaster, or a blackout, or a system crash, or some self-important smartarse thinking they're so important and cannot be replaced... Which is pretty naive because they can. Even by robots.
You control a loader robot. The task is simple: they ask you for a specific crate, you take it to them. Every crate is labeled, so you shouldn't be confused, but keep in mind that color matters too. Robot controls are pretty sensitive, may require some time to get used to. Use arrows to move a robot and pick crates, Z then arrow to put a crate in a chosen direction. You can stack crates into towers of 3. Crates will come fast, so try not to get stuck under the "avalanche".
Good luck!
Still reading? 0_o
Well, this game was supposed to be way different. We started with physics and an artist and ended with turn-based movements and heavily based on assets from opengameart.org (guess what's not from there). Also, I didn't have enough time to playtest, so it may seem too difficult or too boring, or both. For me the fun starts on the second wave, but devs get used to their games quickly. Anyway, have fun and don't forget to share your score! =)
| HTML5 (web) | https://yngwarr.itch.io/quicksort |
| Source code | https://bitbucket.org/hardweird/ld42/src/master/ |
| Original URL | https://ldjam.com/events/ludum-dare/42/quicksort |
Ratings
| Overall | 735th | 3.25⭐ | 26🧑⚖️ |
| Fun | 873th | 2.938⭐ | 26🧑⚖️ |
| Innovation | 538th | 3.229⭐ | 26🧑⚖️ |
| Theme | 239th | 3.917⭐ | 26🧑⚖️ |
| Humor | 721th | 2.342⭐ | 21🧑⚖️ |
| Given | 12🗳️ | 14🗨️ |
Stacking boxes is really cool, there are a lot of ways you could use this to make good use of the space available.
Maybe if there was a way to stack into certain combos, there would be more depth to the gameplay.
I think the idea could be greatly improved with some humor. It will destroy the reasoning sense ("why am I doing this?") and make the work of the robot more relatable.
I also agree that the control is hard to get used to. Have you considered a more traditional approach? (face box and press Z to pick up, press Z again to put down). If you dont' have the arts to visualize "facing", you can use an overlay box (similar to harvest moon-types tool hit overlay)
Yeah, we have spent too much time on a physics-driven version of the game dealing with collisions and all the other stuff that are difficult to maintain. So we suddenly ran out of time for thinking about the mood.
As for controls, I guess, I should stop using vim all the time. =) We thought about facing stuff, but didn't reach the overlay box idea. Thanks for a suggestion, it's really helpful.
Physics is always longer to develop than it looks, but so rewarding... Good Job !
Maybe, if you're actually developing physics. We just tried to make a built in thing work, that was a mistake.
Thank you for playing!


Final Score 155
So I had to wait and it never came. It killed the flow for me. Maybe a simple trick would have been to only request crates that are on map, or least will arrive soon.
Other than that, it's really well made and FUN! Audio would be awesome for next time. Maybe next time we could team up for audio?
Cool to see one of few entries made on it's own game engine.
The game itself is not very immersive, if you wish, but clearly conveys the spirit of robotic, repetitive labor.
@spacemonkey, yay, I knew there are some people who enjoy this kind of games! Thank you, it's impossible to overestimate my appreciation now! =D I'm so sorry about the bug you ran into, I'll find and fix it ASAP. As for music, it sounds like a plan! =) If I won't decide to go compo for the next time.
@alex-lutay, well, to be honest, this game uses Phaser. So if by a "game engine" you mean a library that makes game development easier (this particular one does not =( ), then no, it's not my own. But it definitely not a Unity-like monster. =)
Jokes apart, thank you for a comment. I'm glad to read this kind of things. =)
I'm a sucker for arranging stuff, so this game is triggering my OCD in a good way. "Hmm... Green boxes that are waiting for correct order number to pop up, are arranged top in alphabetic order.." "Pink boxes similar shall go in the middle in similar fashion and blue ones go bottom". Nice!
Graphics are functional and clear. I wish there would be sound effects. I leave humor unrated, as there are none. Overall nice entry that fits the theme well.
@keppu, it's a shame I can't do it during play&rate. =( Or is it just a site's glitch? Hmm...
I really like the game mechanic, I think it'd be nice to have a button to force add a new crate. Sometimes crates that appeared didn't couldn't be used.
But you can be entertained by unstacking and seeing what's down there.
Congrats on the entry!
I would suggest you to add the id of the crates on their side (they are small thought...), so you can find them more easily later in your play.
If I have to vary the game-play:
You currently have tree basic attributes to your crate:
- a color
- an id that starts with a letter
- an id that ends with a number
You could create plenty of separate rules and combine them together to end up with (for example) unloading zone that'll accept:
- a purple crate
- a green crate with a specific letter
- a blue crate with any letter but a number over 4
- a crate with a letter "A" and a number factor of 3
- a crate not blue and with a letter before "E"
- go crazy ;)
This should solve the problem of searching for a specific crate in the warehouse.
Anyway, I enjoyed your game, good job on you entry.
Like the other players, I found the input a bit awkward.
Maybe you could have the robot hang overneath, on rails, so that only one action would have to be possible on each square,
but then you loose the 'move around stacks of boxes that are in the way' part of the game.
(What doesn't help is that you have to find out by experimentation that the max. stack height is 3 boxes.)
But for me, too, if you got the hang of it, it becomes doable.
Also, possible bug; it seems that each out-box beneath (south?) of the one you deliver a parcel to also gets a new request.
Meaning, if I put one in the top-left corner, all out-boxes will get updated, but if I put one in the bottom-left corner, only that one will update.
Since my short term memory is pretty garbage, I couldn't reach anything resembling a 'second wave'.
But maybe I was close? I have no idea!
I'd have liked to have some sort of progress-bar, timer, or even just a score.
For sound-effects, there is [a very useful site](https://www.bfxr.net/) (you need Flash... yeah I know) that can generate SFX on the fly.
When I was in a hurry a few LD's ago, I generated some and put them in my game within half an hour or so.
Takes very little effort, and spices up your game immensely.
For something more positive, I think the introduction-text is funny and well-written.
@redhermit, glad you found it fun, thank you!
@eptwalabha, I had an idea to make a little part of a label visible for a player, so he always could observe a color of the crate. But I didn't manage to implement it due to code complexity and lack of time. As for your gameplay enhancement, it is great, but if parcel delivery worked like this, it would be a disaster! =) Still, I can implement it as a separate game mode, I think it would be a great fun. Thank you for feedback!
@remco, what you have found is not quite a bug but a piece of inaccurate design, that I didn't manage to improve in time. I will be happy to explain it in details if you want. As for waves, if you didn't quit before the game was over, tell me your score and I will take the exact wave you reached. =) I know this is what UI is meant for, I'll do my best to make it clear in a post-jam version.
I'm so happy to read someone actually reads my introductions and even find it funny. :') Thank you for a great feedback!
https://www.youtube.com/watch?v=9yDyS27Iams
I then saw @spacemonkey 's screenshot and was inspired to come up with a better filing system: pink 0 through 9, green 0 through 9, then blue 0 through 9. That didn't work out either, this time I gave up at 110 points once it was clear that the boxes were piling up faster than I could sort them into my filing system, that the three target boxes were probably buried deep under the incoming boxes, and that I would never get to them.
So... I tried again. This time my strategy was to never stack any boxes, so that I could easily see if I had received the target boxes already. That worked better, as I only gave up at 190 points this time. Once again, the boxes were coming in faster than I could file them, so I switched to maxing out all my piles in the hope of getting through the incoming boxes... but I quickly gave up once I saw that three boxes were appearing by the time I had placed one.
So I'd say that the real enemy in this game is not running out of space... it's the rate at which the boxes appear. It did not feel like it was my fault for not being fast enough, it felt like the rate of incoming boxes was way higher than it would be humanly (or should I say-- robotly?) possible to handle them. Under such circumstances, I think it would have been better to pick a win condition after a humanly-possible number of waves than to offer a high score to whoever is the most super-human. I've never been a fan of score-based games though, so maybe that's just me.
@gelisam I think you are very right in your analysis. The best strategy seems to spread those crates as much as possible so you can see all of them, while still being able to move in between and pick the one you need. But in the end you always need that one crate that just popped at the bottom of the spawner pile and you're just stuck and helpless.
The source code is available so if somebody wants to fix it... I would probably just give the player 3 "jokers" that reset the requested crates. Almost no programming needed, and almost no art (just a "reset" icon). I know I would play again to test it and beat my score.
@philstrahl Really funny that you played this game too! I'm watching part 2 of Phil Plays Ludum Dare tonight and encourage everyone to check it out : https://www.youtube.com/watch?v=lLytdAQ0Ig4
Actually, it gives me an idea of creating a post explaining the very mechanics, analyzing the mistakes and possibly finding solutions. It could be an interesting research that will be done anyway for a post-jam version. =)