Something from Nothing by Alphish
A game where you try to put together words from meaningless letters.
| Youtube | https://www.dropbox.com/s/3l0xiclmeweh7l7/Something%20from%20Nothing.zip?dl=1 |
| Original URL | https://ldjam.com/events/ludum-dare/45/something-from-nothing |
Ratings
| Overall | 371th | 3.62⭐ | 48🧑⚖️ |
| Fun | 499th | 3.348⭐ | 48🧑⚖️ |
| Innovation | 267th | 3.598⭐ | 48🧑⚖️ |
| Theme | 119th | 4⭐ | 48🧑⚖️ |
| Graphics | 736th | 3.196⭐ | 48🧑⚖️ |
| Humor | 364th | 3.107⭐ | 44🧑⚖️ |
| Mood | 541th | 3.356⭐ | 47🧑⚖️ |
| Given | 41🗳️ | 57🗨️ |
It's nice that the game autosaves, I've completed a few areas but there's still a long way to go. I might come back to it when I want to chill out :)
@danilo-freire I'd like to post a Web build, but when I tried it out, it turned out it acts completely goofy. I mean, some differences between web and desktop builds are expected, but when the game carries the click state to the newly created buttons (which doesn't happen on desktop build) or when it makes NaN of page number when I try to get to the previous page (I don't even know where *that* came from... it's just a simple subtraction), I feel it would take too much effort to get a working Web build with GameMaker. >.<
(I was planning to learn Haxe anyway, so I might end up recreating the game with that; but that's beyond the Jam scope)
As for the Mac version, I'm afraid I can't afford a Mac to test builds at the moment... ^^'
Excellent idea, well done :)
Overall, nice work! Great job!
I love how "hard" words are actually easier to spot because of the stranger point scores. I love the way each set of levels introduces just enough new letters to mess with your strategies and make you rethink how you solve the puzzles. The interface, while not super shiny, worked in every way I wanted it to. I could swap letters within my row as well as to and from the board, so I never felt like I was fighting with the controls.
The only thing that confused me was the lower-tier 'T's thing, but it wasn't a major issue.
At first I wondered, hey where's the music? Then it hit me. And it hit me good :^D The small particles in the background added to the details :thumbsup_tone4:
I love the criteria set out for each new area, as well as the layers of importance for each letter and the number system to go with it.
At first I thought the progress bar was bugged but then I realized there really are that many levels like "woah this a whole finished game!"
@ahistyap Good suggestions about the game feel (or juice or whatever). After I implemented drag-and-drop letter swaps, I pretty much kept using it and the click-and-click swap fell out of my focus - I agree that having a little tween would improve the general feedback and aesthetics of this swap. I wanted to make SFX for letters clicking or other events, but I got other things to do and I really wanted to include the music. That, and there was one very important SFX I had to include for a particular level.
@jamioflan Thanks for the warm review. If I make a full version, I think I will get rid of the upper-tier/lower-tier words mechanics in favour of other conditions, such as "at least one letter from this word must be used" or "you need to use letters from at least two words", or maybe have different letter-number mappings in some levels to shake things up a bit (one alternative mapping I consider right now is old cellphone keyboard, i.e. ABC for 1, DEF for 2, PQRS for 7 etc.).
Great job making this!
Congrats on this entry :)
I like how you add something to every word (like 'hint' not much of a use now :D), I was also confused where is the music in the begining, but when it was randomly enabled it was a nice addition to the game. The game is pretty relaxing as it should be.
About the things I would change is maybe play around with different color schemes and resizable window.
In the end, its funny with how much words you can come up from 'Nothing' and the theme is covered here, because well... you start with nothing right?
Good job considering you are a solo dev!
@tygrak I actually considered making the phone ports at some point, which is why I started off with a small resolution, so that I wouldn't need to haphazardly cram the UI into a smaller space (that said, I've yet to find out what sort of resolution is considered "acceptable minimum" for mobile games).
@anion-z Thank you for your kind review. I'm wondering what you meant by playing around with different colour schemes - I mean, there are 5 colour schemes in the game already, each added with a new word.
I also plan to make the resizable window in the full version - in fact, I wanted to make the UI elements adapt to the screen size, so that larger screen can use higher resolution assets.
By color schemes I didnt mean that they are not changing, they work perfectly fine and fit as they are right now.
What I really meant is, if you are looking towards improving this game any further you could play around with colors in a specific scheme (choose main color, shift the hue and/or the shade) and see what works best, something juicy and something that pops-out, but at the same time colors should match each other
For the best example look at how colors do their job in @itsdanidre's game! (sorry for the ping itsdanidre)
This quickly grabs user's attention and keeps him/her interested in the game especially since you have more than 1 color scheme already.
I suppose in the full version it would be a good idea to have a generic "skin" of sorts, defining background colour, UI colours, words colours, particle effects used and so on. If I put together some simple parameterised prototype or even editor, it should be easy to mass-produce such skins. Since I plan to have some degree of non-linearity and mixing up different combinations of words, an ability to define many skins easily would be definitely helpful.
So yeah, thanks again for bringing my attention to it.