The Olympic Flame: 2420 by Local Minimum

We forgot what sports was.
We forgot the horrors that were the Olympic Games.
We forgot why, and yet we keep carrying the flame.
HOW TO PLAY
You remote control the flame bearer by ordering the instructions. Drag and drop, but the two leftmost are locked.
They are executed according the the perspective of the robot.
If you feel impatient, you may disconnect the robot and spawn a new at no cost but your own conscience.
If you light the barrel it is a way to rekindle the fire, should you need to.
Unfortunately we didn't have time to perfect the way the instruction cards move. Try not to pick up or drop cards right when the feed is shifting cards to the left.
Finally, we didn't have time to add music and sounds so at the main menu, go find yourself a sporty tune that beats in the rhythm of the robot's moves.
Ratings
| Overall | 1852th | 3.219⭐ | 50🧑⚖️ |
| Fun | 1512th | 3.181⭐ | 49🧑⚖️ |
| Innovation | 310th | 3.802⭐ | 50🧑⚖️ |
| Theme | 932th | 3.787⭐ | 49🧑⚖️ |
| Graphics | 1927th | 3⭐ | 50🧑⚖️ |
| Humor | 323th | 3.713⭐ | 49🧑⚖️ |
| Mood | 2002th | 2.88⭐ | 48🧑⚖️ |
| Given | 62🗳️ | 71🗨️ |
First off, that gif is the most enticing thing I've ever seen. This was a must play.
But actually, digging into the gameplay, it's VERY good. At first it's frustrating cuz you kinda blame the RNG for all your mishaps. I was determined to beat this game though so i pressed on. There were lots of tricks involved, and I found that the strategy was essentially to find ways to burn through your cards to get through the next section. There were tricks like hitting walls with your front and back cards, using rotations heavily where you sometimes just spin in circles, etc.
The core gameplay was mindblowing to say the least. You had to quickly map out the path in your head and keep it in your mindspace while juggling all the cards. It gets even hairier when you use backwards cards to move forward because you now have to twist the route in your head and work that way. All the while the queue is moving forward and you have to doublecheck that you didn't miss a spot.
I don't even need to say much about the humor cuz I know everyone else will. You guys went all in on the concept and I loved it. I unfortunately only got to the 5th or 6th checkpoint. The game as you probably know, doesn't restart very well lol. Which is hilarious cuz all the bodies fly everywhere, but the game eventually becomes unplayable :(. Let me know if you, the devs, could even beat this game, it's one of the hardest yet beatable games I've seen here.
The game mechanics was inspired by the board game Roborally (it's a total mayhem of confusion and mapping out paths in your mind), but then adapted to single player and a computer game.
This thing about bodies flying everywhere is news to me. That wasn't intended and I haven't spotted it on Firefox at least, but Unity was really messing up my builds right towards the very end before submission when it made it impossible to walk to any but two tiles. So I wouldn't be too surprised if there are other quirks in it.
As for how far the dev team have gotten, I'm not at liberty to disclose, but I can say this, that if one forgets that the game is running and leaves for a lunch break and come back to the computer, it will have progressed quite a bit on its own. In fact, the way the rules are set up, the robot will always reach the goal by its own. Given enough time.
@immortalitybh I agree!
@indiebin what do you mean. We all love the robot! We all must love the robot!
@lamasaurus I do wish we would have had time for music too but unfortunately the one in the team with such skills had to focus on other things after the creation of the magnificent robot.
@franklins-ghost we actually had a running animation (the one in the game is just the idle one). It never exported properly and we didn't have time to fix it and fix logic for switching between the two so we opted for the idle. It was looking rather hilarious though (a gif from before we styled most things):

We had the same thing happen with our Unity. WebGL was working perfectly until the final hours.....so we had to just opt for a Windows build.
lol that's hilarious. You can monkey-typewriter your way to the end of the game, I didn't even think of that. Yea I was tempted to try to beat the whole game but didn't want to attempt if it was gonna take 8 hours (which I suspect it might :P)
This game is still my favorite this LD so far.
I had a bug where I could not validate the second checkpoint (between the two holes)... I finished a game exactly on it, but I respawned on the last checkpoint... Am I doing it wrong?
Unique idea! I haven't played an entry like this before, and I thoroughly enjoyed it :smile:
Maybe a pause button would make it easy to play with a trackpad...
Congrats, nice concept!
@jojopalambas Oh no, another build and/or browser bug. I just checked and that checkpoint works just fine inside Unity and there's nothing different with it compared to the others.
@azathothep The cards are supposed to be infinite! That's a bug I didn't know about. I have some unexpected deck-size numbers when I let the game just run, but nowhere near getting close to zero when running in unity.
@spectralcascade I agree with that the sliding should have been smooth instead of jumping. I wanted to fix that but Unity decided I needed to use up my very last energy fixing a build bug late Monday evening that broke the entire game. The hack solution I have now cards really don't slide, but swap values, which aggravates the trouble with "I didn't pick that card up" and "that's not where I dropped the card". Multiple robots fling up after death? I'm not sure what Unity is doing with my game builds but that wasn't meant to happen. Though sounds comical :laughing:
@lukvasando I should really have made the slowest speed a bit slower and the start a bit easier. Mapping out the level wasn't even very time-consuming with a little `OnDrawGizmosSelected` showing how the tiles were connecting.
@boxedmeatrevolution The game design process was pretty much "What if we do something like RoboRally but tweak it for our ide." The sliding, I so wish I would have had just a few more hours and drops of energy to deal with the horrendous hack of an implementation that it is right now.
@fernando-tonon-de-rossi Playing with a trackpad that should be some next level difficulty :rofl: Maybe better if I added keybindings, 1 - 8 and first press is card to pickup and second is place to put said card down?
I'm sure it was built to be challenging, but the player should have at least a small chance to get things right and the ramdomness of the available pieces makes things too difficult.
To make it progressively challenging, maybe start with only one locked slot, instead of 2, allow a turn based instead of continuously move, start with a slower pace in this continuous mode and add some intelligence to make sure the movement the player is looking for (or a sequence of movements that would allow the same result) is available, even if it is not obvious.
Great original idea! The mechanics remind me of a classic board game, Robo Rally :)
I also seemed to have a finite number of cards rather than infinite, which did make it a bit hard to finish... ah well, we've got plenty more robots, right?
I've always had a hard time with Robo Rally, but with your game everything comes almost at the same time. (obstacles, cards, time running out, shortage, 3D)
Nevertheless I had fun trying it out. Keep up the good work!