Flirting 101 by OadT
Learn to flirt in a realistic simulation environment by sending the right signals at the right time.

Changelog
- One breaking bug for chrome had been fixed (I called
.toSorted(e => e.interactionOrder);instead of.toSorted((a, b) => a.interactionOrder - b.interactionOrder);. It worked in Firefox therefore I didn't noticed the problem)
:joystick: Controls
:speech_balloon: The game is explained in game. See the text on the right-hand side.
:mousethreebutton: Game is controlled exclusively with your mouse
:bulb: Hidden pro tip: You can restart levels by hitting R
(No AI tools were used during the jam)
| Link | https://zoadt.itch.io/flirting-101 |
| Original URL | https://ldjam.com/events/ludum-dare/59/flirting-101 |
Ratings
| Overall | 85th | 3.692⭐ | 54🧑⚖️ |
| Fun | 88th | 3.587⭐ | 54🧑⚖️ |
| Innovation | 85th | 3.615⭐ | 54🧑⚖️ |
| Theme | 127th | 3.808⭐ | 54🧑⚖️ |
| Graphics | 147th | 3.481⭐ | 54🧑⚖️ |
| Audio | 159th | 3.192⭐ | 54🧑⚖️ |
| Humor | 38th | 3.637⭐ | 53🧑⚖️ |
| Mood | 163th | 3.394⭐ | 54🧑⚖️ |
| Given | 68🗳️ | 78🗨️ |
i legitamately think the game doesn't work
But arts is nice)
I would have liked for the projectiles to move a little faster and for the noises to have some pitch variation so they don't get quite so repetitive. I'm thankful for the skip button because I got hard stuck on the one with the two hearts.
I feel like it should really show before firing where the projectile will move. Some walls just swallow it others turn it one direction yet others into another one.
Having keybinds for the different shots would have been nice too!
(just a little slow for me but i love the game)
Its a cute little puzzle game. The graphics are simple but polished and its pretty appealing on the eyes. The levels themselves seem simple at a glance but as you play through them, the mechanics start to show depth (in a good way). For instance, the target "love interest" (man? lol) being placed away from a corner at the start but having him move into a corner later makes for different shooting decisions.
However, there isn't really any "pressure" or driving force to prevent me from just spamming arrows, and also after the first few levels I was really wishing there was some kind of fast-forward mechanic as it got tedious to wait for everything to arrive at destinations. And I do wish there was a different kind of shooting sound on the bow, and some kind of hypercasual soundtrack would have done wonders!
Such a solid entry all around. Great work!
If it's able to speed down, it can reduce the difficulty.
playthrough: https://youtu.be/_Bdc_0gpbEg
Art is simple and minimal, but in a way that really works. Embracing a limitation and turning it to your advantage is one of those great LD skills, and you've nailed it here. The characters bobbing around, the bow chasing your cursor with bouncy overcorrection, all great details.
Cute, funny, great puzzles. Thanks for the game!
Also a genius take on the theme, dating signals is such a good idea, I love it. The retro art style worked well, I feel like it called forth some sokoban vibes, especially when the boxes and blast wave came in. And of course the sfx, the one when you get hit by love and hate are great, I love them so much. Amazing puzzle game, awesome job all around!
It does feel a bit slow when you wait for the heart to complete its path, and then the guy makes just a few moves at a time. I was surprised to notice I can move the bow itself with that red heart too! Kinda assumed it was just for the guy. Interesting twist! And it seems the game keeps adding on stuff, with the "hate you" signal for the guy to go in the opposite direction!
Then I squashed a guy with a box... Well, he looks fine! :D
The skip button is very thoughtful. That way I could skip levels I didn't understand / was struggling with and still complete other levels ^^ Smart to add it in a jam entry so everyone can check out all the levels even if they are struggling with the puzzles! At least for me these are not easy x)
I really loved how the game is designed to appear visually simple and straight forward, but there is so much underlying complexity derived from the level design and the bow mechanics. Some of your later puzzles are VERY big brain, but for the ones I was able to solve I felt like a genius. I think my feedback (especially for those later levels) would be to add a setting to control the game's tick speed, since some of those later levels require a lot of trial and error (especially if you have no clue where to start lol), so it'd be nice to speed things up while I iterate.
Overall another OadT gem, and I'm always happy to see you participating in the LudumDare!
Graphics are really cool, I like the clean style. On one hand it looks like a classic Atari-era game, on another nice fluid animations make it all feel really smooth. Sound-wise it is pretty nice too! Interaction clicks make it feel responsive, and the "target" reactions just made me laugh out loud. :D Shame you couldn't add some light music in the background, but yeah, limited time and all that.
So far I haven't finished the final level yet, but I feel like I'm close. I'm gonna try it again tomorrow, maybe with a fresh look at it I'll see what I'm missing today. ;)
A speed-up button would have been nice, but it's okay since each individual puzzle isn't super long.
Really nice entry!
This is the kind of puzzle game that inspires me. It's going on my "I dream of coming up with something this elegant" list, and I will be taking notes on my next playthrough!
I didnt do them all but i will one day.
The title was quite misleading, i thought it would be a visual novel or somthing close.