Going Up! by Madbeagle
We're running out of space in our cities and tall buildings are the consequence.
Keep your guests happy by getting them to the right floor as quickly as possible - but don't run out of space in the lift!
If three guests lose their patience completely, it's game over.
In addition to the controls shown below, you can also use the left/right arrow keys or A/D to switch lifts.


Created using Unity 2018.1, Affinity Designer, Gimp and Logic Pro X. All 3D graphics are built from Unity primitives.
The game was inspired by my 21-month-old daughter who is obsessed with lifts, especially on cruise ships where there's a lot of them. She runs around pressing all the buttons and saying 'Push!".
EDIT: Game-breaking bug fixed where once lift doors automatically shut, it would skip floors if more than one programmed. Android version added with enlarged UI.
| Source code | https://github.com/1888games/LD42 |
| HTML5 (web) | http://www.1888games.co.uk/GoingUp/index.html |
| macOS | http://www.1888games.co.uk/GoingUp.zip |
| Windows | http://www.1888games.co.uk/GoingUpWin.zip |
| Android | http://www.1888games.co.uk/GoingUp.apk |
| Original URL | https://ldjam.com/events/ludum-dare/42/going-up |
Ratings
| Overall | 437th | 3.25⭐ | 38🧑⚖️ |
| Fun | 561th | 2.833⭐ | 38🧑⚖️ |
| Innovation | 202th | 3.486⭐ | 37🧑⚖️ |
| Theme | 551th | 3.111⭐ | 38🧑⚖️ |
| Graphics | 263th | 3.472⭐ | 38🧑⚖️ |
| Audio | 222th | 3.25⭐ | 38🧑⚖️ |
| Humor | 172th | 2.985⭐ | 36🧑⚖️ |
| Mood | 237th | 3.191⭐ | 36🧑⚖️ |
| Given | 44🗳️ | 11🗨️ |
My suggestion would be to figure out what part of the UI adds the most complexity and either automate that away or make it user-programmable so that the player can focus their attention on a smaller set of things, and then add some characterization and day scheduling("rush hour") so that I have additional reasons to prioritize some guests or perhaps learn things about their lives. There are several different ways in which this concept could be expanded upon and I wouldn't let go of it just yet.
Given more time I wanted the option for different numbers of floors/lifts and little icons next to the waiting bar showing where the lifts are - all you have to go on at the moment is the display above the lift.
It would be great if you can scale down the difficulty initially, for example, only have 1 lift and 3 floors or something until the player get better then you can scale the number of lifts and floors up.
Would be great if i can see all the requests all at once then i can better plan the lifts.
I also found it kind of hard to select lifts, left clicking doesn't work most of the time I don't know if it is a bug?
Despite these minor negatives I think you have done a great job on the game. I can see a lot of potentials!
You're right it's pretty tricky. Right off the bat it was built to handle variable numbers of floors and lifts, but time got so tight in the end everything was being hard-coded with 10 and 3 to save valuable seconds!
I wanted to put more stuff in, like lifts requiring regular maintenance so they don't break down, but there just wasn't time. Due to travelling back from a wedding and football I couldn't really start properly until 5PM on Saturday :-$
Like others said, it's really really overwhelming at the beginning. There'd need to be a smaller range at the beginning, and maybe even tutorials gradually adding new features (unlocking other lifts, etc.)
Quite well done for 48 hours, good job!
I tried the HTML5 (web) version and the D key didn't work for me, had to use the right arrow key. But then to chose the floor, I had to use the top row of numbers (num pad did not work), so it kinda forced me to put both hands on keyboard. Of course I'm just picking details since the time is limited.
Loved the idea of the game, just requires some balancing :)

*Where did the virtue of patience go?*
The doors close automatically after 6 seconds. You can leave a programmed lift to it, but if time is tight you can close the doors manually.
I tried the camera following the lift. It nearly made me sick and have to stop development, there was no elegant way to cycle floors in and out of view as the lift moved!
I wanted to be making decisions about how to optimize the paths of my lifts but I found myself fighting the UI too much to really enjoy that part of the game and found myself instead micro-managing the elevators to a detail level that was a bit too granular to my taste. I think people being on multiple floors with them having different target destinations made it really hard to visualize where everybody was trying to go.
Would really love to see this concept refined and polished. The idea is fantastic just the gameplay and UI need to be refined.
By the way please feel free to leave us some feedbacks on our game!