Hop, Skip, Jump by Jeremy Ryan

About
Place down lines to collect coins! There are only a couple levels, so it should only take you 5-10 minutes.
I made this game in about 5 hours, since I've been busy this weekend preparing my main project for Steam Next Fest. If you like deckbuilding roguelikes, check out Moonsigil Atlas!
Credits
Made by me for the Ludum Dare 58 Compo.
- Engine: Python/PyGame
- Art: Paint.NET
- Music: MuseScore 3
- SFX: SFXR, Audacity
🕹️ Play Now (Web) 🕹️
Ratings
| Overall | 12th | 4.076⭐ | 35🧑⚖️ |
| Fun | 8th | 4.091⭐ | 35🧑⚖️ |
| Innovation | 8th | 4.328⭐ | 34🧑⚖️ |
| Theme | 142th | 3.359⭐ | 34🧑⚖️ |
| Graphics | 55th | 3.859⭐ | 34🧑⚖️ |
| Audio | 19th | 3.919⭐ | 33🧑⚖️ |
| Mood | 66th | 3.613⭐ | 33🧑⚖️ |
| Given | 8🗳️ | 14🗨️ |

I love the art style 💖 The music and sound effects are great. But most of all, the gameplay is really something unique.
I was able to solve most of them easily, ~~although sometimes I wished, that I could undo my last move, maybe just once or twice~~ (Edit: I completely missed the backspace key, lol!). The last level was a real headbanger, but I finally solved it!
What I learned is, that I'm really bad at estimating distances 😂 Good job and well done!
Here's my recording to provide more feedback. Cheers, and good luck with Next Fest!!!
https://www.youtube.com/watch?v=NQuPmHyuat8
(nb: I also missed that backspace was undo, but spotted that r was restart? Weird bit of UI psychology there.)
Out of curiosity, how did you design the levels? Compass and paper?
@thingus I actually designed them inside my image editing software (Paint.NET). In the game files for the download version you can see that the level geometry is just saved as an image. And Paint.NET shows you the length in pixels when you use the line tool, which let me pretty easily calculate the line lengths and locations of coins!
Good luck on your Steam game!
https://youtu.be/cLx72o4DsAU
The only thing I would suggest is undoing with secondary click of the mouse instead of backspace, easier to handle. It's strange, but if you use the wheel of the mouse, it handles it like a left click as well :laughing:.
I think the only issue is that I found the strategy I had was just to do trial and error, but I'm wondering if there is a way to make it more puzzle based.

The puzzles were fun and well designed, and I didn't feel like I had to brute force them or anything. I was enjoying the game, but was a little annoyed that there wasn't an undo button, until I realized there *IS* an undo button and I just skimmed over it. It's a nice feeling to wish for a feature and realize it's already in the game and staring me in the face, haha. I don't think a game has ever made me think so explicitly about "wiggle room" like this game does... a few degrees to the left or right with your first line can make or break the puzzle!
