Unknown Factory by ShootingStaa

[raw]
made by ShootingStaa for Ludum Dare 47 (JAM)

Main.png

Don't let your character be destroyed. Move the tiles to keep it in the map. Survive as long as you can!

Tiles you can move: Direction tiles, Rotation tiles 20201006<em>014739.jpg 20201006</em>014716.jpg

Tiles you can't move: Portal tiles, Mine tiles 20201006<em>014818.jpg 20201006</em>014758.jpg Click the link below for game play and more descriptions :)

Ratings

Overall 1285th 3.15⭐ 22🧑‍⚖️
Fun 1214th 2.975⭐ 22🧑‍⚖️
Innovation 463th 3.65⭐ 22🧑‍⚖️
Theme 1132th 3.275⭐ 22🧑‍⚖️
Graphics 733th 3.625⭐ 22🧑‍⚖️
Humor 1177th 2.028⭐ 20🧑‍⚖️
Mood 1400th 2.667⭐ 20🧑‍⚖️
Given 24🗳️ 10🗨️

Feedback

Jelle Vermandere
07. Oct 2020 · 14:48 UTC
I like to keep them alive, but I feel like there should be some sort of progression or way to win, after the initial few seconds, I feel like I've got nothing more to do.
But when I was playing, it was fun to make the robots move around!
Voidsay
07. Oct 2020 · 14:52 UTC
It's incredibly hard to play on my laptop! I will try again when I am on my desktop where I have an actual mouse.

Chaos and explosions exactly what I need in life! You should invest a little in music something to fill the void ;)

Edit:
Tried it on desktop. Sometimes it is still very much unfair. Especially if obstacles spawn one tile next to you. Other times I just narrowly miss placing the saving modifier and die. I would suggest to implement "ghostly" enemies and obstacles one second befor they actually appear. This would give me a chance to form a plan and prepare.
Quentin Wittevrongel
07. Oct 2020 · 14:55 UTC
Quite interresting. It is too bad that the direction and rotation tiles and basicaly the same, that merit more tiles like a slowdown, a stop, a jump... However, the only big problem that I see is that mine tiles can spawn just next to your character, which is very frustrating. Good job overall.
nablaz
07. Oct 2020 · 15:00 UTC
The concept is cool and and I liked the graphic style. The small map worked well, but on the large one I didn't have any "movement" tiles spawn, so I could literally do nothing... Unless that's my problem and I didn't understand some game mechanic! ;-)
I also agree with @voidsay that some music would have been nice to have in the background, for some added interest.
Minos_L2b
07. Oct 2020 · 15:03 UTC
Great Game and idea! an auto-restart would have been cool
Kolkav
07. Oct 2020 · 15:25 UTC
I really dig this infinite gameplay idea! Kinda reminds me of a Snake game, but on a different plane of creativity.
There are quite a lot of LD games which tried to make too much and ended up falling short, but Your game looks very well rounded
Jetyh
07. Oct 2020 · 15:30 UTC
Really good looking game but the fact that enemies and obstacles can spawn directly in front of the character and turn the game from a strategy game to a reaction test. That may just be me, though and the rest of the game was well made.
alpacalypse
09. Oct 2020 · 09:16 UTC
This is a solid jam game. If you're looking to extend it you could give the player more variables to configure level layouts/spawns (as well as more terrain and obstacles). There could also maybe be a puzzle mode with smaller fixed maps and certain constraints/win conditions?
kamennsq
09. Oct 2020 · 09:39 UTC
The idea of the game is cool, I liked it)
It's sad sometimes that enemies and traps are spawned just in front of the player and you die, but maybe it's because I have poor reaction skills :)
ruruie
09. Oct 2020 · 10:57 UTC
The concept's really cool. The only thing really taking me out of it is I immediately organizing all the usable tiles aside in an inventory area and went down to one moving tile to concentrate on. Not sure if that's intended player activity or what.
TyrusPeace
15. Oct 2020 · 03:47 UTC
Moving these tiles to move the robots is a fun mechanic! You implemented it well. But I do wish enemies spawned with more warning so the game involved more track/factory building and less reactionary tile dragging.

I get that it'd be hard to keep the challenge then without switching to a more stage-based design. I really like that you went for a score-based survival thing with this. It's a unique design challenge!
TheWustache
15. Oct 2020 · 23:30 UTC
Very innovative entry! The frantic shuffling is really fun and is very engaging. One second you're happy with the path you've planned and the next you scramble to fix everything after the RNG threw a wrench in there. It gets very difficult very quickly though and every now and then the tiles that were spawned put you in an unsolveable situation. I'd like to see more of this!
FadrikAlexander
16. Oct 2020 · 06:45 UTC
I really like the innovation in this entry, needs a bit more works but it's solid, well done!