The Gargoyle Landing by BoopsGames
Robotron 2084 (or Smash TV) mashed with a Shove It and Match 3 game. Get 3 statues of the same color in a row to get scorage and create beams of light that slow down the enemies. Survive as long as you can... there's no end to the game.!
FYI: I deleted the original submission, as it was not fun. Instead, the link is for the post jam version; a true product of what I learned from the jam. Enjoy!
You can check us out on twitter: https://twitter.com/BoopsGames
The gargoyle sprites were done by my friend and partner, Crispy: https://twitter.com/crispy_ghee
| HTML5 (web) | https://boopsgames.itch.io/the-gargoyle-landing-post-ld |
| Original URL | https://ldjam.com/events/ludum-dare/42/the-gargoyle-landing |
Ratings
| Overall | 363th | 3.6⭐ | 47🧑⚖️ |
| Fun | 201th | 3.678⭐ | 47🧑⚖️ |
| Innovation | 154th | 3.722⭐ | 47🧑⚖️ |
| Theme | 214th | 3.956⭐ | 47🧑⚖️ |
| Graphics | 547th | 3.511⭐ | 47🧑⚖️ |
| Audio | 337th | 3.345⭐ | 44🧑⚖️ |
| Mood | 435th | 3.286⭐ | 44🧑⚖️ |
| Given | 38🗳️ | 47🗨️ |
The enemies and the statues look very good. The player and the background tiles seem to be of a different fidelity though, and the styles don't mix well.
Overall it was fun for a while, but the challenge didn't escalate fast enough. Nice work!
Played one round for about 10 minutes and racked up just under 200k points (is that decent?). Don't think i was doing it right, as i believe matching up the colours gives many more points than just pushing blocks off.
Didn't think that this was my type of game, but I really enjoyed the game, and the way that the two or three simple features combined into something quite complex and difficult. The difficulty ramped up so that i knew that i wouldnt be able to survive forever, yet there were enough lives that i could afford to make some mistakes.
Decent audio, quite liked the art style. Solid game.
Only one thing, maybe it would be "better" if u can't push blocks out of the screen, because you will be really running out of space :P
Otherwise, I agree that maybe the blocks shouldn't be able to be pushed off the edge to allow for true claustrophobia to set in (: Good job, it looks great!
In my opinion, "Running out of space" doesn't mean you can't free up space for yourself. Having to push the blocks off takes time and makes you vulnerable, so it's a trade-off. Plus you don't get points or get the light beams to slow the enemies that you get for matching them if you push them off. It's more of a survival game where you're just trying to get the best score you can when you inevitably die than a matching game. This is what I was going for with the design.
Thanks for the comments and feedback!
https://ldjam.com/events/ludum-dare/42/the-gargoyle-landing/robotron-2048shove-itmatch-3-how-can-that-go-wrong-getting-sick-is-how
Interesting idea combining twin stick shmup with a match three puzzle game. Took me ages to notice that it was indeed a match three game as well. And I think it was a bit too hard to align the blocks correctly because they were actually 2x3 blocks on a grid. Having them be 1x1 would be more manageable and enjoyable.
And when the arena starts to fill up, the AI just decides to screw the rules and walk through the blocks with their hilarious spinny animation (which seems like a programming bug that was too funny looking to fix). Well, the player character kinda cheats too by having a dagger that with a single swing can shoot a laser for the whole duration of the game and also gets points by shooting said laser at frozen enemies.
The enemy sprite looked awesome (block or not). The player character wasn't bad either but it had a completely different style.
Seems like there are two possible ways to play. Run around mainly killing stuff and dodging them and hope you get some matches or the methodical try to manually make matches while killing what you can. Whichever strategy I go with, I seem to end up with a very similar score in the end.

Good job!
**edit:** Oh no, you've opted out of humor category. That start button and the enemy spin were easily enough to push you far beyond the majority.
Thanks so much for the feedback! I've gotten a lot of feedback on the block and grid scale, and I've been working on a post-ludum-dare update for the game that really actually turns it into a fun game (thanks to all the awesome feedback)!
The moving through blocks was intentional but they're supposed to be "flying over" the blocks, which slows them down. I'm not sure how the game would play if they couldn't walk through the blocks themselves. The spinning was really the only visual I could pull from the limited assets to show the flying effect :v
Again, thanks for the great feedback and thanks for playing!
Good job guys!
But the game is actually very clever in my opinion. You've got a really nice mix of genres, which manages to be fun to play, while also hitting the theme pretty much on the head. And the fact that you managed to even put in sounds and music despite only having 20 hours at your disposal is pretty impressive. Really well done!
There's this oddly aesthetically charming effect of beam-petrifying those gargoyles.
In the Future, In case you ever exhibit your game on upcoming conventions be sure to find way to produce of make and sell some "Gargoyle-Gummies" :candy:
Very satisfying to slide those blocks off the screen.. :ok_hand:
I did not understand the premise of those light-rays after successfully matched triplets of matching blocks though..
I also played the post-jam and it's quite feature rich on upgrades and of sort! :thumbsup:
Optional Suggestions:
- I could see some Local-Multiplayer Potential! 5 Players:(red/blue/green/yellow/purple);(each player color could petrify the gargoyles by its designated color or by secondary beam (opposites, complimentary, team-beam)
- Super-Puzzle Fighter-esque twist? (match in patterns to enlarge the encapsulated gargoyle (multiplier effect): 2x2, combo-chain..
- Iron Gargoyle.. (petrified form may deflect beam in angles)?
- Match-up specials (single-color obliterator, explosives, etc..)
Looking forward to see where this is going on further post-jam builds.. :dizzy:
Loved it a lot ! really !
Well done on this entry it was very fun to play !
The game works great and everything is made very competently, though there are a few gripes:
- The different bits of art feel like they come from different games, which is a hazard with working in a team. Would be good if the art direction were tighter.
- The music feels really in opposition to what the game is? Music feels pastoral and relaxed, but the game feels frantic.
- The movement systems feel wrong - the player moves aren't governed by blocks but the blocks clearly are, and the gargoyles too. It creates a weird mismatch, even though it still works.
- Similarly, the shots feel more analogue than digital, a "beam of light" doesn't feel like the right shots in a game like this, I think it would feel better as strict bullets and shots that you can see. A laser could maybe be an upgrade but it just doesn't feel like it gels.
- The upgrade system is great, though the clear all blocks one is clearly the most needed one.
- The analogue movement of the enemies and player also makes collision between them and you quite ambiguous, sometimes you feel like you not going to get hit and you do. Having a more defined movement would make that not feel so difficult to be certain of.
- The grey gargoyles are not signalled properly. I bet most players wouldn't draw the connection between "I pushed some blocks off a minute ago" and "I'm getting grey blocks now". That's a problem.
- A bug - when I get 5 in a row (2 and 2 and push one between them) only 3 disappeared, that's VERY VERY disappointing for a match-3 game :P
Good stuff! :D
Thanks for playing!