Put What Where? by Joe Miller

[raw]
made by Joe Miller for LD 42 (COMPO)

Your goal is to receive and sort mixed pallets of different colored boxes to match the outgoing orders. You have a limited amount of space to organize, and the only way to make more space is to finish the pallet configurations and get them out the door. The faster you can finish each one the more points you get. If there is no space to receive the next incoming shipment when it arrives you get a strike - 3 strikes and it's game over.

ss2.png ss1.png

Ratings

Overall 210th 3.615⭐ 28🧑‍⚖️
Fun 289th 3.37⭐ 29🧑‍⚖️
Innovation 79th 3.8⭐ 27🧑‍⚖️
Theme 161th 3.942⭐ 28🧑‍⚖️
Graphics 516th 2.889⭐ 29🧑‍⚖️
Audio 206th 3.283⭐ 25🧑‍⚖️
Humor 340th 2.432⭐ 24🧑‍⚖️
Mood 282th 3.095⭐ 23🧑‍⚖️
Given 34🗳️ 1🗨️

Feedback

belowzerogames
13. Aug 2018 · 04:22 UTC
Great Game :)
Whismirk
14. Aug 2018 · 01:17 UTC
A creative way to fit the theme ! I really like the idea !
spudboy
14. Aug 2018 · 01:28 UTC
This one is pretty engaging. Gives me the same kind of "planning/filling space" feel as Tetris with totally different mechanics.
quicklyer
14. Aug 2018 · 01:32 UTC
Oh god. A micro managing nightmare. I loved it.

The gameplay and sense of stress & urgency probably fits the theme better than any game I've played so far. Perfect title for the game too.
Ramanujo
14. Aug 2018 · 01:37 UTC
Clean graphics, nice song and good sound effects. Not to mention the game play felt super polished and it was quite addicting, which is most important. To improve I would say there was just a minor annoyance which was that I was constantly clicking on the pallet rather than the box itself, so maybe a tiny bit of reworking controls would help but it might just be me. Overall very well done, you've done what I find most important which is making it fun!
mrjorts
14. Aug 2018 · 03:27 UTC
This is a nice mix of pattern recognition, memory, and quick mouse interactions. I think the mechanic is well implemented, but it gets off to such a slow start that each game feels like it goes on a little too long.
Ajay.2002
15. Aug 2018 · 02:47 UTC
Nicely paced game with nice graphics and nice controls and was very nice the audio was nice and gameplay was nice. IN the end this was a ** nice asf game ** :)
AwiX
15. Aug 2018 · 02:55 UTC
Not bad, we in our project also took some mechanics with Tetris;)
kajko
15. Aug 2018 · 03:10 UTC
Such a simple mechanic, and yet the game is very compelling! Reminds me of Overcooked :D

Are the palletes randomized? Is there a guarantee that every order can be completed with the incoming colors if you're fast enough?
🎤 Joe Miller
16. Aug 2018 · 01:12 UTC
Thanks everybody who has played so far!

@kajko It is random in the jam version - I was working on making it smart, I am tracking how much of each color exists, but when the boards are made they're still just random for now. I'll be updating that in a post jam version to make sure it stays possible.

@ramanujo Yeah one of the first things I'm changing is to make the pallets bigger on the border, so there is a quick easy place to grab it from.
LeviDSmith
16. Aug 2018 · 02:26 UTC
Very nice game. I like how the difficulty increases as the game goes on with the additional color boxes being added in the mix. The music and sound effects were well done. Only suggestion is to have a sprite on the boxes. I also noticed that when I got game over, if I started a new game the target configuration seemed to be still at the higher level (with magenta and yellow boxes), but the boxes on the conveyor belt seemed to reset to the initial level (only red, green, and blue boxes).
G4MR
16. Aug 2018 · 03:09 UTC
Didn't realize you meant mixing the little blocks inside the full color block. Threw me off a bit.
johnnwfs
17. Aug 2018 · 01:10 UTC
Awesome game. I had to finally force myself to stop playing - very addictive. I really like the basic mechanic of moving the little color squares around and matching the crates. Thanks for such a great entry.
JesterSeraph
17. Aug 2018 · 02:32 UTC
Game was interesting, a unique puzzle game. I found it a bit challenging at the start to understand how to play, but it made more sense later.

Awesome job!
ryusui
17. Aug 2018 · 18:18 UTC
I had the same thought as @kajko. I really enjoyed it overall (though I think the game would benefit immensely from having the colors in each pallet much bigger, and maybe giving the pallets themselves a dedicated "drag handle"), but there were times I was stuck with multiple orders I couldn't complete because the game wouldn't give me the colors I needed. You might want to look into how Tetris does "randomness" - newer incarnations pull tricks with the RNG to ensure the player doesn't get screwed over by a long string of identical pieces.
🎤 Joe Miller
17. Aug 2018 · 22:12 UTC
@ryusui Yeah, i've made other tetris type games where i've used a "deck" type system to control the pieces, i'll probably implement something like that here too. On my first pass I used a grab of what colors were out on the conveyor, but kept having crash issues if the player was too fast and cleared the board without any new pieces out, and my jam-brain solution was just to make it random for now. Agreed on making the click areas bigger, plus a dedicated handle on the pallet edge, thanks for playing and the tips!

@levidsmith whoops on not re-initializing the game variables, thanks for catching that! I was planning on adding some symbols to the boxes too, like a red with a triangle would be different from red with a circle, but still keep the general red that would take any red piece. I started to feel like I was getting to ambitious and just kept it with colors for the jam version.