Cro-Mathnon by PeachTreeOath



Instructions
Ancient humans are entering a new era. And instead of strength and speed being the most valuable tools, it's arithmetic! Conjure up the biggest number and make it to the top of the tribe.
- [A/D or arrows] to move around
- [Space] to jump
- Catch the falling numbers with the slots above you and form a bigger equation than your opponent
Dev Notes
I wanted to try something with asynchronous multiplayer this time around inspired by Super Auto Pets. While the game does load in names of existing players, I unfortunately couldn't get it to load in player's high scores in time, so what you see is generated numbers D:
| Link | https://peachtreeoath.itch.io/cro-mathnon |
| Original URL | https://ldjam.com/events/ludum-dare/49/cro-mathnon |
Ratings
| Overall | 563th | 3.656⭐ | 50🧑⚖️ |
| Fun | 425th | 3.698⭐ | 50🧑⚖️ |
| Innovation | 85th | 4.052⭐ | 50🧑⚖️ |
| Theme | 664th | 3.625⭐ | 50🧑⚖️ |
| Graphics | 1002th | 3.323⭐ | 50🧑⚖️ |
| Humor | 438th | 3.427⭐ | 50🧑⚖️ |
| Mood | 1104th | 3.063⭐ | 50🧑⚖️ |
| Given | 37🗳️ | 76🗨️ |
I found myself thinking "Noooh, not the minus! Not the 0! Not there!" several times.
I was hoping that dividing by zero would give me infinity, but it gave me 0... :wink:
The "asynchronous multiplayer" aspect is cool, but I can also see this game as a fun synchronous multi-player game with all the players fighting over the +'s and x's!
I'm actually really interested in multiplayer experiences, but with LD it's always so hard to find people on at the same time. I might keep pushing async game designs and seeing how I can make things feel more interactive.
I thought the way the level design evolved was really clever, and captured "unstable" very well! But towards the end, maybe after like 3 numbers and 2 operators, I just felt like I had very little control over what numbers/operators I was picking up. I wish there was something that kept the chaos but gave me a little more control. I'm not sure what that would look like - maybe like only 3 blocks at a time are ever "changeable" and you can cycle through which 3 blocks it is? Anyway that's my main complaint - it went a little too far where the very original and interesting mechanic became just too unwieldy and uncontrollable. But I did have a fun and mathematical time :)
Alos I appreciate the theming and the pun name. Very good....
Followed you and waiting for your new games~Wish you can try my game too~
Still though, there's really no strategy other than avoid minuses and divides. Maybe lowest number wins round could be interesting? (Apart from the platforms, it didn't really match the theme, though...)
I feel, I got some really strong opponents so I didn't manage to get to the final round. Very ambitious though to attempt a multiplayer game and in a way that actually would work well here being asynchronous.
It was obvious that the water was bad, but it wasn't really clear how bad. Could I forfeit a round by ignoring the game say to me I should avoid it? It would have been nice with a bit clearer feedback what that mechanic was.
The battle after was a bit random, well extra so since you didn't have time to implement actual results of the opponents. But even so, I think it would make the game feel fairer if I had some idea what I was up against throughout the level. So ideally, I think it would make sense to show the current recorded live standing of my selected opponent. If the game shows their sum, the player has to continuously compare that to their own (which the game shouldn't provide) and you'd have even more educational value there.
I agree with @wedgiebee that having 3 number slots and 2 operators was a bit much in making it feel like I had control over my destiny. I think there's enough challenge in 2 numbers and 1 operator. Perhaps allow numbers to be negative too so one can outsmart those pesky negative operators with a double negative?!
Another way to make the game progressively harder would be to require the player to rank above a certain position in a larger group of enemies.
And again, really cool math game idea!
Ditto what other people have said about how you got new emotions out of us. "Nooo not the 0, not there!" etc. That was great. And it felt good to stare down "Mathman" knowing I'm about to knock him out.
It totally makes sense how you had to make the controls tough with tilting platforms to feel unstable, but it did make it feel like I couldn't always do what I wanted.
I have a few ideas if you want to continue with the game.
- If you want to keep instability in the game, perhaps the numbers could change as they're falling? (with some animation so that players will know that they're about to change).
- The strategy does feel "solved" where you just want to get a :heavy_multiplication_x: in every operation slot and then the biggest numbers you can find. Perhaps it could be more interesting if short equations were falling instead, and collecting them added that number to your cumulative score? Players would then have to evaluate the equations on the fly instead of always just searching for the same things.
- You could even tie those 2 ideas together, make equations fall and they slowly shift around as they fall which keeps their value unstable.
And a whole new world opens up if you want to add sound effects. Nice entry!
@local-minimum that's a really good idea and should be possible to save off timestamps so that it can playback a live recording, that would make it feel very intense. And omg at negative numbers. Not only is that easy to implement, but if I reduced the slot count, it would give some needed complexity to make up for that in a fun way. Brilliant :)
@mhorth oh man, I love the meta-layer of evaluating equations to place into your equation. That sounds super hectic so I think the idea is great. Couple that with some of the ideas I wrote for robonaut and that could put your math skills to a real test. Thanks for playing!
It wasn't until after the second round I played that I realized there were operators. I was just trying to catch big numbers and caught something like a 7-9 assuming it was 7 *and* 9, but it came down to -2. But that lesson came quick enough.
Balancing trying to keep what I had and going for a big number coming down nearly always resulted in some form of tragedy, given the surface area of the sum (more so in later rounds), the precariousness of moving somewhere and the amount of numbers and operators falling down. I never really felt like I could get what I wanted, and that there were always random side-effects to my actions.
As I'd say for any game without audio, I do wish there were some audio cues. ;)
All in all a terrific concept that I absolutely think you could keep working on with success.
Another way to get past the "solved" state of game play is that rather than trying to get the highest number, you give the players a target number for each round. And the winner is whoever got closest? That immediately breaks the strategy of "just get :heavy_multiplication_x: and big numbers without a care!"
Would have really loved to hear *any* music or sound effects, without them the experience was just incomplete, and it's the easiest way to make the game even better.
I found myself damage boosting to get better movement. I wonder if this mechanic was intentional?
The async multiplayer component was cool because it wasn't just a faceless AI that would show up with a higher number. It still did feel a bit faceless but definitely better than just an AI. Even though the numbers are just random, the illusion of it is better than nothing. So even though it's multiplayer in the loosest of terms, I feel like it's better than not having it.
Simple and effective game, great work!!
I did have some cases where I would go for an X but there was a ÷ hidden behind it.... (╯°□°)╯︵ ┻━┻ The beauty of combat with numbers, always unpredictable.
@peace-of-cake-games haha it was a chaotic world back in caveman times! This was merely an accurate portrayal.
+ Interesting idea, good visuals
- Lack of music or sound effects
The whole idea is nuts in a wonderful way, I love the story of cavemen competing for the best number, it's just great! I definitely picked up what you were shooting for with the async thing. There's this awesome gambling, push your luck, competitive feel that could really be awesome against live humans. And the shame.... oh, the shame.
Loved it!!
whoops, i messed that one up! At first i thought i should balance the numbers because i didn't read anything beforehand, but it got cleared quickly. What hooked me really was the multiplayer aspect, that was genius - suddenly, instead of just meddling around with some numbers, i had people to beat! That was fun and really engaging, and there is a little exciting moment when you don't know yet if it was enough. It was also fun to see some people i know up there. Very cool, definitely gotta copy the async Multiplayer at some point :D
Oh, and the pun is great!