BLOCKADE by PixelJerry

BLOCKADE is our submission for the 42nd Ludum Dare, with the theme “Running out of space”.
We decided to go for a ‘match 3’ style game, with a platformer twist. In BLOCKADE, you (the player) control a little hooded character called Ortu. Your aim is not to run out of space.

Blocks rise beneath your feet, trying to crush you against the ceiling.
You break the blocks by lining up 3 or more of the same coloured blocks vertically or horizontally, but beware the blocks rise instantly when you jump.
Occasionally, a special block will appear, that can eliminate entire rows when destroyed.

Controls
Keyboard: use arrows/WASD to move, and Space to jump.
Controller: Left stick to move, and the A button to jump.
We hope you enjoy this one as much as we enjoyed making it!
| Windows | https://pixeljerry.itch.io/blockade |
| Original URL | https://ldjam.com/events/ludum-dare/42/blockade |
Ratings
| Overall | 116th | 3.914⭐ | 31🧑⚖️ |
| Fun | 79th | 3.879⭐ | 31🧑⚖️ |
| Innovation | 47th | 4.017⭐ | 31🧑⚖️ |
| Theme | 250th | 3.897⭐ | 31🧑⚖️ |
| Graphics | 145th | 4.19⭐ | 31🧑⚖️ |
| Mood | 329th | 3.423⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 32🗨️ |
My complaint is that it's way too easy to clear stuff without introducing more colors or speed.
A combo system for scoring would be great!
Good job! :D
Edit: I didn't vote for the Audio category because the music is not from yours. Perhaps you should remove category from contest ?
We removed the audio section as suggested by @draperdanman and @arche-san, and absolutely agree - thanks for mentioning it!
King of Bjorp looks very cool, I'm off ot give it a go!
On the other hand I found it very easy, wish there was some option to speed up the gameplay, like in tetris where you can speed up the blocks.
Good job!
Otherwise, really nicely done! Can't wait to see how you flesh this out further
I think you have almost a little too much control over the character. The move speed is very high, and it causes the controls to feel a little sloppy. It's also a little strange that I can stand halfway off of a block and get blocks to spawn in a different column than the one I'm colliding with. I also wish there was a bonus for a full clear ;)
But this game has a lot of potential. It captures a lot of the charm of the puzzle games I love playing. Nice work!
The special blocks add a nice bit of variety to the game play. The jump felt a little punishing, and i feel like it would have made game play a bit more enjoyable if it didnt place down the blocks, movement and momentum would have become more of a feature of a game if that was changed.
Great submissions!
Useless trivia: My LD41 entry (Claustroom) was also about walking over a Match-3 puzzle, but it was a 3D FPS instead of a platformer...
We'll probably have a discussion amongst ourselves once things settle a bit, to see if the whole team is keen on pursuing the project further.
I'll have to go take a look at Claustroom, sounds interesting!
Well done :D
For some background, our little team recently discovered each other through Twitter, realised that we live in the same city, and decided to do this Ludum Dare together to get to know each other better.
Pretty cool. Most successful game jam yet, and a great couple to have made friends with.
Like others have said, those row wiping blocks are really fun. At the same time they might make the game a little easy.
I do enjoy making combos in this kind of game, so I'm definitely not suggesting taking the special row-buster blocks out, though I think ideally you could find another way to introduce more difficulty. Even as it is you have a very short amount of time to make a decision about where to lay the next block, so I don't think the speed can be increased.
I wonder whether the jump could be reduced. I had a moment where I had made a cliff that I couldn't get over, and that affected my strategy, but placing a block with my jump was always a bigger concern than getting to where I needed to be, and there was never much time to make a decision in any case. I don't know if it would work, but it might be interesting to have zero time pressure and more types of blocks, meaning that it would play out as a kind of puzzle where making matches is actually difficult and requires planning (because navigation and block placement would be completely tied). I don't know if you tried this already?
Otherwise maybe introducing grey blocks (that don't combo but row busters can destroy), or blocks that require special conditions (like two matches).
Also extra points for connecting more than 3 blocks would be rad. As well as combo points for creating a combo when falling blocks connect.
I played twice and had a good time. A really nice entry.