Consensus by moyuowo

[raw]
made by moyuowo for Ludum Dare 59 (COMPO)

Consensus is a puzzle game about managing distributed systems under unstable network conditions. You do not control units directly; instead, you broadcast command queues to remote robots and hope the packets survive the journey.

(Made in 48 hours for Ludum Dare Compo)

Sad To Notice: Due to the limitation of Godot.NET, this terminal is only available as a standalone Windows executable.

NEW: Web version now available! Play directly in your browser.

Due to technical limitations with Godot 4 C# during the jam, I originally only provided a Windows build. I have since ported the project to GDScript so everyone can play it directly in the browser!

Logic & Gameplay: 100% identical to the original Compo version. If not, please comment me and I will fix it.

Original 48h Build: Still available for download below (Windows.zip).

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Core Machanics

  • Asynchronous Execution: Commands (Step, Rotate, Wait) are packed and sent. You must account for the Tick-based network delay before the robot actually moves.

  • Signal Degradation: The further the target, the higher the packet loss. A lost packet means a broken sequence.

  • Relay Consensus: When the signal can't reach, you must use intermediate robots as Relay nodes to encapsulate and forward your commands.

  • Distributed Puzzle Solving: Coordinate multiple units to trigger pressure plates, open logic gates, and collect target coins.

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Steps to play

  1. Select a robot ID from the terminal.

  2. Build a sequence of commands (Max 3 per robot can store).

  3. Check the estimated delivery time and packet loss rate.

  4. Hit Execute and watch the system log.

  5. If a command is lost, adjust your relay topology and try again.

Tools

  • Engine: Godot 4 (.NET/C#)

  • Assets: All code, logic, and UI styling created from scratch within 48 hours.

  • Audio: No Audio......Time is up, sry TwT

My first gamejam and even first game! And I know there's a lot need to be improved. But I still hope you enjoy it. And if not enjoy...anyway please dont be mad at me! sry!

Ratings

Overall 263th 2.861⭐ 20🧑‍⚖️
Fun 274th 2.444⭐ 20🧑‍⚖️
Innovation 113th 3.5⭐ 20🧑‍⚖️
Theme 89th 4⭐ 20🧑‍⚖️
Graphics 230th 3.028⭐ 20🧑‍⚖️
Humor 196th 1.969⭐ 18🧑‍⚖️
Mood 245th 2.806⭐ 20🧑‍⚖️
Given 12🗳️ 10🗨️

Feedback

zj798164639
Apr 21st · 06:54 UTC
Interesting game! It would be even better if the UI design could be more consistent and stylized.
🎤 moyuowo
Apr 21st · 14:49 UTC
@zj798164639 thanks! it's my first time to join in a gamejam. i mistakenly use a lot time to build my code, and it's so hurry to make ui. i will keep working on it. thanks for your suggestions!
LDJam user 407524
Apr 21st · 20:02 UTC
Cool concept, a bit lacking in polishing to make it a bit more user friendly, but overall very nice stuff you got here
🎤 moyuowo
Apr 22nd · 07:05 UTC
@mcramon Thanks so much for playing and for the feedback! You hit the nail on the head—I spent so much time wrestling with the core logic and the asynchronous protocol system that I ran out of time for the UI and UX polishing. Making it more intuitive and user-friendly is definitely my top priority if I continue working on it post-jam. Really glad you liked the concept though!
Richard Baltrusch
Apr 22nd · 21:49 UTC
It's honestly a very cool game - the UI is actually reasonable for a game jam, the graphics are good (I wish there was some audio).

I found it a shame that the player's "program" is lost upon level failure - which is unfortunate because given the statistical nature of packet loss you're not always sure if your solution will work (or works in theory, for that matter). I found the difficulty jump between levels 2 and 3 very hard, and even more so because of this lack of program saving making it difficult to try out things easily to learn the mechanics better.

A great take on the theme - and a really nice entry for the compo :)
🎤 moyuowo
Apr 23rd · 03:15 UTC
@richard-baltrusch Thanks for such a detailed and insightful review!

You really hit the nail on the head regarding the saving issue. Because I implemented a simple scene reload on failure, the instruction queue resets. I totally agree that in a game with statistical packet loss, losing the code makes iteration frustrating—this is definitely my top priority for the post-jam update!

Regarding the difficulty jump, I’m sorry about that! Levels 2 and 3 were designed in the final hours, and I clearly missed some 'stepping stone' levels to bridge the mechanics. Also, sorry about the lack of audio—silence is the price I paid for fighting with the asynchronous logic!

Really glad you liked the concept and the UI. Thanks for the support! I will continue to work on the game!
Hs-2300
Apr 23rd · 12:08 UTC
I really love this unique gameplay concept centered on distributed signals and asynchronous commands. It’s incredibly impressive as your first Game Jam work as an independent creator. The visuals are minimalist yet not rough at all. The clean color scheme and interface design perfectly recreate the feel of a real robot terminal. I only hope there could be more intuitive in-game guidance and tutorials to help players understand the mechanics faster. Great work overall!
cogcomp
Apr 24th · 05:43 UTC
Cool game. This might be the third or fourth "control robots by sending pre-recorded commands" game I've played during this jam but this one is more interesting with the multiple robots.
Really enjoyed it. Well done, especially knowing this was your first game and game jam :thumbsup:
bentglasstube
Apr 26th · 03:56 UTC
This is an interesting concept that has a lot of potential. I really enjoyed trying to think about how to get the robots to coordinated to solve the puzzles. As others have mentioned, the awkward UI hurts the playability somewhat, but this is an impressive first foray into game jams. Keep at it!
ejunegao
Apr 27th · 15:51 UTC
It would be nice if after we fail, our last commands can be saved and then edited to made correct. Otherwise it's kind of annoying to add them all over again. Great job on your first game. It's such a cool and unique concept for a first game!
Fupi
Apr 28th · 13:11 UTC
It's an interesting idea, unfortunately I don't understand the mechanics at all :broken_heart: There's so much information to parse, and yet I don't know how any of it affects the final program execution. I don't understand how far is too far, how much strength matters, what relaying does, the loss probability was probably meant to help but most of the time they just show as 100% or nan-nan... I think this game would benefit a lot from showing its mechanics more visually instead of through text. Also, as others have said, losing the program when you fail makes it quite punishing. I was able to bruteforce my way through levels 1 and 2 pretty easily, but unfortunately could not make sense of what to do on level 3 :(
Flightless
May 07th · 20:21 UTC
Congratulations on your first game jam! :smiley:
Nice one! It is a cool concept. I agree that getting the commands removed on fail is a bit tough.