LittleIC by Amin_JK000
you are a little IC (Integrated Circuit) under an RGB keyboard. Your task is to deliver 10 signals (Blue Shiny cube) from a random key to the cable. Each time you deliver a signal 1 way to the signal will be closed. Hope you guys enjoy.
| Youtube | https://aminjk000.itch.io/littleic-ludum-dare47 |
| Youtube | https://aminjk000.itch.io/littleic-ludum-dare47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/finally-finished-it-for-compo |
Ratings
| Overall | 574th | 2.75⭐ | 54🧑⚖️ |
| Fun | 604th | 2.231⭐ | 54🧑⚖️ |
| Innovation | 537th | 2.702⭐ | 54🧑⚖️ |
| Theme | 564th | 2.692⭐ | 54🧑⚖️ |
| Graphics | 231th | 3.588⭐ | 53🧑⚖️ |
| Audio | 467th | 2.388⭐ | 51🧑⚖️ |
| Humor | 367th | 2.267⭐ | 47🧑⚖️ |
| Mood | 517th | 2.63⭐ | 52🧑⚖️ |
| Given | 85🗳️ | 77🗨️ |
Just played it again, and now I understand the theme better and was able to win the game. Good job!
Like they say, the more bloom you have, the more A your game has!
I delivered 5 signals and got the endgame screen. The concept and the player character is very cool, however the gameplay could be a bit faster (we're talking electrical circtuits here).

1. I beat the game!
2. It didnt seem like it took 10 but only like 4 or 5 to win
3. I loved the graphics. I felt like I was in a keyboard
4. Going up against the wall in the back (away from the cable) and the camera wasnt real happy with me
5. In my case I only ever got signals from the key in the 'top left' corner right near the cable. all of them appeared right there in that same key.
6. I think it would be cool if there was a reflection of the signal on the roof so you could look on the roof to get an idea of where the signal is.
Thanks for making this!
With respect to the theme, I guess the gameplay ended quite quickly, but the general idea was pretty solid of an IC delivering the signal. I liked that a lot.
Nonetheless, a great entry! :)
- The graphics were nice, colored lights are always effective :slight_smile:.
- I'm not a big fan of the music.
- I missed some kind of a progress bar to tell me how much is left to do.
- The gameplay was a bit boring for me. Walking gets old really quickly. It would be nice to at least have a way to go faster. Having to throw the signals at the end was a nice touch, maybe the gameplay could be made more interesting by making the throw harder? You could, for example, have the player throw the signal into a hole that's out of reach (kind of like basketball).
Overall, nice graphics, and with some improvements, this could be made into a fun game :slight_smile:
The first thing that sticks out is the music, not in a very good way. I suggest checking out how chord progressions work and then making a melody that goes with that progression. There are actually some useful chord progression generators out there that'll help you make the music, that helped me a ton this jam to make at least some sub-standard music on my part :joy: . However in it's current state, I'm pretty tempted to just mute.
The graphics are great, incredible reflections, I like the bloom, but I was thinking maybe it was a bit too bloomy. Otherwise, solid graphical entry here.
Finally, I think the gameplay was pretty boring. It felt pretty bare bones, just look for a signal, pick it up, and throw it into the goal. I suggest figuring out some mechanics to make things challenging. For example, what if there are enemies or traps that could make you drop the signal? What if you turned it into some sort of color matching puzzle? Just something to make the journey from point A to point B more interesting.
I hope you'll keep working on this, because with some more mechanics and direction, it could be very fun!
The gameplay loop though is very repetitive, I think it would be cool if there was some more danger to make it more hectic, like a timer to get the signal in, and if you miss the timer you lose because you caused input lag to the keyboard.
I also don't like the music... It feels wonky and repetitive.
Last thing: The controls were weird. T is way too far from WASD for comfort. Instead you could use a left click for both picking up and throwing (pick up if you aren't holding anything, throw if you are, since you can't do both at the same time).
So for a very long time I was very confused because, apparently, on the beautiful graphics setting, the game will not despawn the first cube when you throw it in the cable, and it will therefore never spawn a second one. I spent just minutes wandering around looking for the second cube.
Once I switched to fast graphics everything worked properly.
I think the graphics are nice. I certainly love me some reflective and glowy shaders. The walking animation seems a little stiff.
The music is, in my opinion, not really there. It's much too short, and it's honestly just kind of harsh sounding.
I honestly don't know where I stand on the gameplay. I have a generally positive feeling toward the idea of an area becoming increasingly more difficult to navigate as time goes on. I think just having a bit of a more interestingly designed level would probably go a long way. I also think the game would be well served by a more mobile player--I think moving around very efficiently would be fun and thematic to an integrated circuit.
I should say that the repetitive gameplay does fit the theme very well.
So, all told, I think your entry makes sense, it has nice graphics, and it has a solid enough concept. It just would need fixes in a couple areas to really feel solid.
Ohh.. I know that the game is not polished, but it is a third-person action-puzzle game after all. Very simple, but never the less. Good job!
To add a thing i am not sure to have seen in your comments, it miss some sound effects when grab and throw in my opinion.
The blur makes the game unplayable on my machine, thanks for adding the "Fast" mode!
As others have suggested already, the gameplay could be a bit faster, nonetheless a very fun entry!
The game could use some better instructions or in-game feedback. Like when the cube is thrown in the wire, I assumed I did something wrong the first time, as I didn't notice anything change. A sound and basic graphic effect would help with that. It seems the one time, I got the cube stuck halfway down the wire, so I couldn't proceed. The one path was blocked, but the cube was still chilling in the wire, but it was too far in for me to retrieve it.
I actually didn't mind the music, but do wish the loop was longer.
The concept of blocking paths making it progressively more like a maze is actually kind of neat. If the paths are made a bit more complicated, it could be an interesting puzzle like game. It does need work, but it's pretty decent for a first jam, especially a compo.
Others have said most of what I would have. One tip that I can give regarding the music though -- if you're short on time, instead of a short repetitive musical loop, you can create a good mood by making an ambient soundscape. Like recording some rain or wind, or playing with white noise, or gathering some public domain/cc0 sounds from a free sound bank (e.g. freesound.org) and mixing them, reversing them, time stretching/cutting etc. to make a derivative work. In this case, you could get some keyboard tapping noises, electrical hum, zaps, etc and mix it together to give it some more natural background noise, which is easier to make into a long loop than composing a bunch of music. My 2 cents anyway :)