DETOUR by Nozomu57
You are a robot.
You love delivering boxes, it's the best you can do! :robot:
But sometimes, detour is required.
Move with arrows/WASD
Post-release change 1.0.1: unlocked all levels at itch.io upload for those who want to look at the whole game but don't have skill or time to go through all levels. Apart from that, no other changes. You can still play the original version here or by downloading windows version below :)


| Link | https://nozomu57.itch.io/detour |
| Original URL | https://ldjam.com/events/ludum-dare/53/detour |
Ratings
| Given | 33🗳️ | 39🗨️ |
Great job!
Simple graphics and nice soundtrack are making the day! Maybe there should be some checkpoint-like things, because it sometimes angers to run a few kilometers again after some mistake =D
I can't gush enough about how much I adore the puzzle design here. Good puzzles are so time consuming, and nearly impossible for jam games, but yours feel so well crafted - you truly have a talent!
The way the wire pins to corners, allowing the player to only have to reason about a handful of angles at once, allowing them to solve the problem one step at a time - it just works so gosh-darn well. And the addition of the few agility-based elements? I loved every second of it.
Also - On the home screen - I recognize that friendly face! Love his design - traded his rose in for a deliver box!
And the confetti and end screen were such adorable touches too.
The backgrounds are so wonderful to look at - such an excellent choice, providing a bit of a reference for the player to compare their lines and angles too.
And the music is a total groove too!
Truly innovative - fantastic work!

I always thought that I was capable of doing good level design and making interesting mechanics, I cannot stress enough how reassuring it is reading this from other players :)
Also @daniillenin I am hesitating to show the code behind the rope because it is an absolute mess (could maybe open my repo with this game on github though, if needed), but I can explain how I made it. Actually almost no physics, purely math:
1. Have a Line2D object (I am using Godot). It's just for visuals.
2. First dot (line is drawn between all dots, one by one) is charger, last is player.
3. Always have Area2D for collision detection for each of the segment of line (between each pair of neighbour points)
4. On any dot position update, reposition Area2D-s
5. Each pillar has 4 special collision objects inside each of the corners. On collision with rope, send corner's position to rope, and add a new dot right before the last one (player's dot is always last).
6. Remember which side of the rope touched the corner.
7. On point positions' update, compare angle between last pair of points and another pair one step back (without the player). Dependent on the side we touched the corner, wait for one angle to become greater or smaller that the other, and then we can unsnap from the corner and delete the point!
It may sound complicated (and in fact it is even more complicated and has lots of "ifs"), but yeah, I didn't like the goofy physics implementation so I had to write a smooth math one :D
Thats much more simpler then i supposed! I thought theres some overmind-level maths calculating box borders and drawing rope's shape =D
Great job
I just found this gem from my "opening 10 games in new tabs at random no matter the thumbnail" and I am so glad that I did open this (nothing to say about the thumbnail, but with all those game here I probably would never have played it ;) )
Also one last note would be to maybe think about unlocking all levels form the start for a game jam. It can be frustrating to be stuck on a first or second level and then be unable to see the rest of the game.
But this is obviously only valid for a game jam where you want as many people to see as much of your game as possible to get the best feedback.
I would unlock all levels, but I don't know if this is an "allowed post-fix" or not.
Also I have a question about thumbnail, haha: is this about overall appeal and quality, or should I for example put gameplay element at the back (ex. robot walking around the pillar with its rope around)?
Also I am super bad at thumbnails (and graphics). So I am probably not the best one to ask. I do like what is on your thumbnail. The art and the background look great. It just feels a bit empty to me. I would probably add some elements from you game to it. Maybe the power line around a block on one side and an enemy on the other. But that's just me personally. And I'm not an expert at all :D And this jam our thumbnail is just white text on a black background :D So... yeah not sure what to say
Congratulation, You dead a great job !
The only thing is I would have loved mouse/touch interface to just click or hold drag where the character is going, being locked into 45 degrees was a bit frustrating at times.
If I had to nit-pick for criticism I'd say the order of the puzzles at times felt out of place, where I'd get what I would consider a difficult puzzle followed by a medium puzzle, rather than ramping up the difficulty.
Additionally, while I really enjoyed the excellent music, I would've loved some additionally sound effects for moving around, dying, picking up the parcel, delivering successfully, etc to really drive home the *game juice.* All in all it already feels pretty polished, save for that.
An excellent entry, thanks for this!
About varying difficulty: I agree, sometimes it was because I wanted to introduce ideas one by one but players accidentally learn tricks too early, sometimes it was because I mixed puzzle levels with agile ones (and those have varying difficulty for different people), and by the end (11-12) it was a design choice, “upgrading the same pillar setup”.
About SFX: you are also totally right! I tried to squeeze in some sounds during last hours, but any jingles or sounds I tried conflicted with main music, so with a heavy heart I decided to remove any SFX :( Still a must-have for a complete experience, just required too much fine-tuning which I didn’t manage to fit in 3 days.
From my point of view the level design was great with the mechanics introduced and the next step would be to introduce some disruption to the straight line mechanic - not sure if it would work but maybe let the cube rotate or move at least up/down might be enough of a change of pace to move with another few levels. Possibly add another "checkpoint" cube that lets you start from that point instead of the starting one, or play with maximum lengths. I think this idea has tremendous potential for puzzle minigame :)
One of the best entries I tried so far (sucker for puzzles, thanks for the game!)
As for “you can’t carry the box through your line”… there is actually no such rule :D Probably just some bad timing of touching bad guys with your rope or yourself, and that tricked you into thinking this is a thing. But if I were to make a full game I’d make sure to include an early level where you need to cross your wire with box in hands.
Disruption mechanic is definitely what this game lacks, I’ve spent the whole second day trying to come up with something worthy and also not too tedious to implement. My ideas were “limited cord length”, “ability to delete pillars” (so that wire can instantly snap to new position), “moving pillars”, “wrapping around charger”, “not being able to cross your wire”. Some of those were too time consuming to code, but mostly it was that I wasn’t satisfied with them enough. Like, I needed something that would add a whole new dimension of complexity, and not just give 2-3 more unique levels.
In the end I decided to just polish base mechanics and spend time on tuning the existing levels.
All above does not affect score, it is just my thoughts. Game still very good as is.
Congrat! :clap:
About the process of designing levels. I even considered writing a blogpost about creating these levels, but in the end it boils down to this: "Each level should be unique in *some* way and either introduce some new idea, interaction or mechanic (I was workshoping ideas for first half of the jam in between coding, hyperfixating while eating, walking in park and even trying to sleep); then let ADHD kick in and chaotically reorder objects in all levels at once for 5 hours until most sequence breaks are gone and you are satisfied with the look" :laughing:
@kevin-scroggins @thefatgalaboo @chris1919 @maximbegunov @salyon @kohcepba special thanks to you for specific suggestions on how to improve the game! I am definitely with you on most of the points. This game would benefit from more fluid controls (maybe holding mouse in the direction you want to go), and I definetely should address the frustration from restarting deep in the level.
If this game scores good enough, I am considering polishing it, adding more levels (and most likely mechanics) and making a full release.
- I like how the cables are part of the hitbox, making it more difficult to navigate
- I like how you can time certain parts
- The level select screen is a very nice addition for these Ludum Dare entries
- The graphcis are very well done. I just came from your post a few minutes ago.

Quick technical question: Did you use Godot 4 or 3.x for the game? If Godot 4, how did you get the Web Export embedding to work here?
So if I were to do the full game, I'd most likely make a "main" game only with puzzles, and all action levels as an "extra content" the player can decide to just ignore. Either as a separate mode, or maybe as "hell-versions" of normal levels :D
I used Godot 3.5, because it's what I did my previous game with ([Fox Tower](https://nozomu57.itch.io/fox-tower)).
My next game will definitely use 4.x version, but for the jam I wanted to stick with what I already know.
Such a solid game!
I just played a bit of Fox Tower, it was really nice. Keep them good games coming. :smiley:
(I'm quite certain that I've seen the game somewhere - most likely r/godot if you've posted there.)
The game mechanics were well thought out and added to the overall experience. The aesthetics and design of the game also added to the overall enjoyment of the game.
Overall, you did a great job creating a puzzle game that fit the theme of the event and was enjoyable to play.
Congratulations!
Out of curiosity, was the original idea that you were going to deliver power? and then that changed to delivering packages?
Speaking about the idea, I don't know if you wanted too much of details, but I still wanted to share :smile:
10 years ago I had a small alpha-build of an iPad game, where you control two charges with two fingers, and there is a wire between them. And you have to extend this wire as much as possible to score good, but the catch was -- you had to avoid moving deadly dots (and collecting good dots) at the same time.

I never got to finish that game, actually. I even came up with an idea of how to make it computer-friendly: fix one charge in the center and you only move the other charge. But I just lost interest in it after some time: I tried to come up with mechanics, but it was not engaging enough.
So, this jam I, among other things, went through my old ideas, and remembered that game with charges. After some fiddling around and thinking how to add "delivery" to this mechanic, I came up with an idea that you can have some certain destinations where the free charge needs to go, and not just some abstract "stay spread". And then the puzzle aspect with bending the wire just naturally came in as a complementary feature alongside main idea of "spread the wire and avoid moving enemies". Funny how puzzle part quickly became the main appeal and route of development, haha!

It takes some courage to work on a fresh mechanic like this during a jam this short, lots of thing that could go wrong...
Great job and thanks for the little devlog post!
Level 8 was the hardest for me, it needs a little more "action" (being quick) than others, but at last, you beat it more with your brain than with your fingers.
Would like to see more.
Following...
- Level 8 was definitely unexpected - I felt it relied too much on dexterity as opposed to puzzle solving.
- Music was great, but game definitely could have used more sound
- On some of the longer levels, having to start all over when messing up felt needlessly punishing. Not sure if there's a way around this (resetting to the last corner?)
Still, great game!
As already mentioned above, in the normal release I would put all agility-based levels as a separate pack or more likely as "hell-versions" of normal puzzle-levels, but for this jam I wanted to explore the full specter of what these base mechanics could provide to the level design, so I ended up with such a mixture of genres.
And about longer levels, most likely the most elegant solution would be to make a checkpoint at the moment you pick the box (with a possibility to restart completely). Reverting to the last corner is of course even closer and I'll definitely test that, but in case of completely wrong route it would mean you'll have to unwind the rope, which could also be frustrating. Could be also all of the implementations at once, either with different buttons or different amounts of click on "undo" button.
My only major gripe is that that instantly flipping hurtbox on the crate is dastardly, that's gotta go, or at least my character should slerp to the rotation instead of being instant so it feels somewhat fair. As it is just immediately flipping to death is too harsh for a game that's meant to be a puzzle game and not a twitch physics game
I actually really liked this entry but I think it just needs a bit more balance and to know what kind of game it's trying to be and balance around that rather than trying to be a bit of everything
I’m already thinking about full release btw, having such a big room for improvement and so many ideas for unique mechanics.