PINGRIMAGE_ by Prismapunch

Use your bots and transmission towers to spread the influence of your overlord. Move bots to successfully send a signal from one tower to the other. Make sure her future is eternal and absolute.
PRISMAPUNCH GAMES + FRIENDS
Alex Dimitrijevic - Programming
Alex Hartman - 3D Art
Brooklyn DiPietrantonio - Programming
Music by MOJA.A (Jeff Imam)
Part of Ludum Dare 59



| Link | https://github.com/Prismapunch-Games/pingrimage_ |
| Link | https://prismapunchgames.itch.io/pingrimage |
| Original URL | https://ldjam.com/events/ludum-dare/59/pingrimage |
Ratings
| Overall | 153th | 3.964⭐ | 30🧑⚖️ |
| Fun | 161th | 3.786⭐ | 30🧑⚖️ |
| Innovation | 180th | 3.786⭐ | 30🧑⚖️ |
| Theme | 39th | 4.464⭐ | 30🧑⚖️ |
| Graphics | 166th | 4.242⭐ | 33🧑⚖️ |
| Audio | 51th | 4.179⭐ | 30🧑⚖️ |
| Humor | 407th | 2.813⭐ | 26🧑⚖️ |
| Mood | 291th | 3.862⭐ | 31🧑⚖️ |
| Given | 24🗳️ | 36🗨️ |
The main mechanic is well implemented, but I felt gameplay needed something to add more strategy. Now it’s more about precision clicking than puzzle solving. The emit limit also felt unnecessary.
Trojan:Script/Wacatac.C!ml
Tag me after fix pls
Hey, thanks for your comment. Our source code and final build are available for analysis and do not contain this file or any other malicious code. Our final build consists of a Godot plugin DLL, executable, and pck file. I fear your issue may be unrelated to our project.
Best
p.s. Windows Defender still complains about your build, as if it has a virus. If you turn it off, everything is fine.
One thing that could be improved is the UI, the text is too small and hard to read (tries full hd and 4k displays). Also, restarting after every three attempts felt frustrating and broke the flow state the game had pulled me into.
Overall, a solid and enjoyable game, thanks :)
But judging the distance of the signal spread was sometimes pretty hard, made more frustrating by the need to restart after 3 attempts, I feel like this restriction is not necessary. Great job though, I enjoyed my time!
I don’t think the emit limit adds much, and it ends up introducing some tedium into an otherwise very relaxed game. The text also felt a bit small to me. Showing the initial radius of the first tower would be a helpful addition.
I would have loved to see some additional mechanical variations to introduce more puzzle elements. I’m sure you had ideas here, but time constraints probably made it hard to include more.
Thanks for the game!
Great visuals, great audio, great music ! I would have loved to continue playing this game for quite a while, however a bug where bots continued to walk behind mountains meant i couldn't emit signals since a bot was moving, but at the same time the mountain in front meant i couldn't select them to give them new orders.
I played until the end of the green levels, congrats on making such a cool puzzle game, extra congrats to the music guy it really helps set the mood !
I did find a lot of puzzles were fairly trivial, just making chains of robots - I think they'd be more interesting if you focused on restricting the environment and number of tools, rather than putting a dozen robots in a big field, which just lets the player do whatever. I also don't fully get the point of the 3 signal limit - all it does is make me have to redo the whole thing if I misalign the robots slightly. (Which is easy to do - a lot of levels require positioning the robots right at the edge of their range, which can be a little frustrating. I wonder if it would be more streamlined if you placed them on a grid?)
Great job overall! I loved the chill sci-fi vibe, and there are some good mechanical foundations here.
(By the way - your UI doesn't resize when you fullscreen the game, making it very tiny and hard to read. Might be worth a fix!)
Very good job !! :heart_eyes:
The sound design is on point! The experience as a whole fits the theme very well. There was one level where the positioning was really finicky but otherwise it felt approachable.
The window size being fixed is mildly troublesome because the text is too small for my aging eyes to read comfortably. :( But that's really just a nitpick.
Only encountered one super minor bug: if you win on the last of your charges the lose screen can trigger as well. Showing that you lose but then switching to you winning when the signal reaches the destination tower.