Giant Steps by Lennart Jansson

Giant Steps is a puzzle game in a hexagonally-tiled world. Climb over hexagonal columns and rearrange blocks to reach the exit.
Links
Play online on itch.io (web): https://lennartjansson.itch.io/giant-steps
Windows build download: https://www.dropbox.com/s/r0cq84revgn28hm/GiantStepsBuildLastDay.zip?dl=0
Source download: https://www.dropbox.com/s/ubiuvlbre1tb78w/GiantStepsGame.zip?dl=0
About
The idea for this game began with the feeling I wanted to create something involving a hexagonal grid. I could not think of a game in which the player issues direct movement commands to a character constrained to a hex grid. So, hoping it was at least somewhat novel, I ran with that idea and brought in a familiar block-carrying puzzle element.
Foremost, Giant Steps is an homage to Brandon Sterner's Block Dude, a TI calculator game that delighted me and friends for many hours in middle school math classes. I owe much to that game -- with the exception of some of the later puzzles, Giant Steps is more or less just Block Dude in three dimensions, with more hexagons :)
The name "Giant Steps" is a reference to the geological formation of Giant's Causeway in Northern Ireland, a dramatic landscape of hexagonal basalt pillars that juts out into the North Atlantic. The shape and texture of the basalt columns was a visual inspiration for this game.
The name is also a nod to the brilliant John Coltrane album of the same name, which I listened to repeatedly during the development of this game.
Acknowledgements
Thank you to Cary Yang, who playtested an early version with ten puzzles on Saturday night and caught a broken puzzle.
Otherwise, this was a solo project. I used Unity 5.6 as game engine and development environment, and Inkscape and Blender for assets. The UI font is Roboto from Google.
| Original URL | https://ldjam.com/events/ludum-dare/38/giant-steps |
Ratings
| Overall | 117th | 3.865⭐ | 39🧑⚖️ |
| Fun | 115th | 3.73⭐ | 39🧑⚖️ |
| Innovation | 156th | 3.622⭐ | 39🧑⚖️ |
| Theme | 422th | 3.361⭐ | 38🧑⚖️ |
| Graphics | 217th | 3.946⭐ | 39🧑⚖️ |
| Humor | 550th | 2.133⭐ | 32🧑⚖️ |
| Mood | 361th | 3.273⭐ | 35🧑⚖️ |
| Given | 5🗳️ | 19🗨️ |
I got stuck twice at the same place because I pressed a wrong button/direction. Undo button would be nice. ;)
This would make a great mobile game - I think the controls would be easier on touchscreen. Are you planning to develop it further?
> I think the controls would be easier on touchscreen. Are you planning to develop it further?
I agree! Touch controls are something I've never explored, but that'd be high on the list of things to try if I work on this game some more. It seems trivial to cross-compile for mobile with Unity.
I will mosey over to your game and leave some feedback momentarily
> I think the controls would be easier on touchscreen. Are you planning to develop it further?
I agree! Touch controls are something I've never explored, but that'd be high on the list of things to try if I work on this game some more. It seems trivial to cross-compile for mobile with Unity.
Yes, being able to undo just one step would be better than resetting the whole level and having to repeat all "good" steps I did before I got stuck.
@tommyflower: glad you enjoyed it! (Aww, I think it would be kind of sacrilege to misappropriate Coltrane for a tiny game like this :) )
@flipsy: Funny story: I actually made some sound effects with bfxr on Sunday night of the jam (for all the actions you suggest) but I wasn't completely satisfied with them, and worried that players would find them annoying I decided to leave them out. Ugh, darn! I'm kicking myself now for not spending a few more minutes to tweak them and get them in before the deadline. Oh well. This was my first LD and a lesson has been learned
If you like puzzles, you might like my puzzle platformer called The Z Axis:
https://ldjam.com/events/ludum-dare/38/the-z-axis
Some music would've been lovely :D
Keep up the hard work! :)
that said I enjoyed the puzzles and it was relaxing with some background music added. good work
I think the puzzles are brilliantly designed, hands-down. You do a great job at introducing the mechanics one by one, like basic movement, picking up hexes, stacking hexes, etc., and pretty much every level has a reason for being in the game, either because it introduces a new concept or because it communicates a really neat idea. This is not something you can say for many puzzle games! (even some of my favorites, like The Talos Principle)
I want to give a specific shout out to level 11. I was making my way through the game fairly quickly, but then I got completely stuck on that one, making no progress for at least 15 minutes. After finally figuring out what I had to do, my mind was completely blown and I could only stare speechless at the genius of it all. Levels 15 and 16 also stood out to me as levels that really stretched your mind.
In terms of user experience, I have a few suggestions:
- The controls were somewhat difficult to manage; I would keep pressing wrong directions unless I took it really slowly. Though to be honest, I can't think of a better key mapping since 6 directions will always be difficult to manage (some people suggested using the mouse, which might work though it would certainly be slower). Perhaps touch controls on mobile are the best option.
- Like many others have said, I think an undo button is absolutely necessary for games like this, where one wrong move can get you stuck and force you to redo all of your work. This was exacerbated by the difficult controls, especially on level 16 where there are tons of places you can screw up. On one level I made it to the very end, only to mess up the final placement, which was especially irritating.
- Some way to indicate the relative heights of columns would have been nice. It was a little annoying taking the time to build an N stack, only to realize that I needed an N+1 stack since I misjudged the height.
- This has also been mentioned already, but I would have liked some audio feedback when moving around and stacking things. I feel like even mediocre sound effects are better than none, and you could always give players a mute option if you think they might dislike them.
Some of these points, especially the lack of undo button, did make playing the game more frustrating, but none of this takes away from the great level design. You really pushed the basic mechanics to their limits, which I feel is an important part of all great puzzles (this contrasts heavily with our LD game, where we threw in a bunch of mechanics without exploring them much). As someone who loves puzzle games, the level design alone basically forces me to give this 5 stars.
Add some ambient music and sounds, and you can release this game on mobile platforms :)
Basically all of this has already been said, but it bears repeating. Every puzzle ever should have an infinite undo function. We are not talking about games (inductive logic challenge) here, we are talking about puzzles (deductive logic challenge) so having an undo feature doesn't ruin anything (unlike, say, racing games with a reverse time mechanic **Shudders**)
Another issue, a bigger one I reckon, is the keyboard controls. Why keyboard to begin with? With mouse controls this would be a cinch: left mouse button to move, right to pick up and drop. A mouse control scheme would also translate to touch devices much easier. Puzzles are great on touch devices so choosing the control method is a very important development decision indeed.
The design and the graphics are fine. Some audio would have been nice, surely there must be loads of freeware jazz out there. Good work.
A few suggestions though: The controls were a bit odd. I really appreciated that you programmed the keys to change as the camera rotated around, however the controls just didn't click with me at all, and felt clumsy. I ended up simply using the 'w' key and rotating the camera the direction I wanted to move or drop an item. At the mention of items, there is one other thing that probably resulted from the time restraints of the jam: more than once I managed to trap myself while moving about the levels. One level I had to redo about 4 times, not because I didn't understand the goal, but due to a mispress (The clumsy controls mentioned earlier) I would completely mess up a run in my stage. I think if you keep developing this an undo button would be a lot better.
Overall though, I really enjoyed the graphical style, it was clean and unobtrusive, and I think a nice quiet somber piece of music would accompany this game perfectly. Great job!
If you'd like to give my game a look, I'd be very appreciative. You can find it on my profile.