Lost Crab in the Great Sand Labyrinth by Alpaca

👉 Play on Itch 👈
🎮 Using a controller will provide the best experience and controls are explained as you play the game. 🎮
"It's a-MAZE-ing" - a crab, probably
[EDIT]
Relation to theme:
Definitions of Signal we used: - serving as a token or indication; used in communicating an intention, warning, or command.
We attempted to signal as much information as possible without direct instructions of play. Through game design, puzzle design, and choice of objects in the levels to convey what their intended use was.
[END EDIT]
Built by Johnny Alfonso & Todd Matthews in 48 sleep-deprived hours
Johnny - Programming, art, level design
Todd - Programming, art, sfx & music
Used - Odin, Raylib, Procreate, Krita, Ableton
Additional SFX provided by: https://ad-sounds.itch.io/user-interface-sound-effects
| Web - Itch.io | https://volts-alpaca.itch.io/lost-crab-in-the-great-sand-labyrinth |
| Original URL | https://ldjam.com/events/ludum-dare/59/lost-crab-in-the-great-sand-labyrinth |
Ratings
| Overall | 228th | 3.851⭐ | 39🧑⚖️ |
| Fun | 71th | 4.027⭐ | 39🧑⚖️ |
| Innovation | 113th | 3.905⭐ | 39🧑⚖️ |
| Theme | 826th | 2.162⭐ | 39🧑⚖️ |
| Graphics | 553th | 3.487⭐ | 40🧑⚖️ |
| Audio | 264th | 3.676⭐ | 39🧑⚖️ |
| Humor | 377th | 2.875⭐ | 34🧑⚖️ |
| Mood | 343th | 3.764⭐ | 38🧑⚖️ |
| Given | 53🗳️ | 51🗨️ |
Really dug the music, sound effects, and the effects in general when you're in the edit mode. Combined that really hit the sweet spot of satisfaction when playing a video game. I am jealous of how good this aspect of your game is.
Some levels felt cheesable, or that you only needed a couple of squares to work, but that kind of just added to the clever feeling you get when you reach the goal. I really dug the slow down mechanic. Don't really see how it fits the theme, but who cares, the game is very good. 48 hours too? Fantastic. Look forward to seeing if you do more ludum dares in the future. Cheers.
The sound design is uniquely great, I appreciate the music used when you're in "tile moving mode", it gives a very nice feel for what you're doing. Graphics are dead simple, but they're only what they need to be to be great! I think I would have personally preferred more color versus a Gameboy-esque green, but that's personal preference more than anything.
Thank you for such a fun game! These types of puzzles usually aren't my thing, but in a jam-sized game like this, I had an absolute blast!
- Improved keyboard controls
- remove a bug people were experiencing with the Enter/Return key putting the game in a weird paused state
- Lowered the drone/ambient volume as some found it too loud and uncomfortable
Thank you all for the great feedback :)
We are very happy many of you are having such a wonderful time with our game!
- We use hot reloading heavily. Most of the time, we keep the game running while making gameplay code changes. We can make compiled code changes reflect near instantly without needing to restart or reinitialize the game in most cases
- Our level editor is a live level editor embedded in the game so we can also edit the game in real time without needing to switch between a level editing mode and a game mode. There are a few places we add code conditionally for levels such as placing the "DANGER" image in the first raccoon level, as well as not displaying UI for zooming in and out before level 3. Also, when we ship the web build, we just turn off the block of code that runs tilemap editor logic.
Thank you for your kind words. Hope you enjoy using it for the next jam! :)
What I like in particular is the slow motion while moving the tiles, which never removes the urgency to actually do stuff and makes the puzzle aspect way more interesting.
Nice idea, I like the audio effects and the illustrations. Having a reminder of the controls displayed in-game was very good too (a rare occurence in gamejam games ^^)

Like some other commenters, I think the connection to the theme could have been stronger. But also like many commenters, I think it's a nicely executed puzzle. The funky little crab walk groove creates a nice vibe. Would love to this expanded with more mechanics!

I think it would be more eye-catching if it were colorful. What was the reason for choosing this color scheme?
I made sure to finish it. It's on my "Coolest LD59 Games" list.
Congratulations!

My playthrough: https://youtu.be/4bfdW_1TgWo
We chose this color scheme because we do not consider ourselves artists so wanted a simple color palette to work with, plus we thought it looked cool and was a throwback to the gameboy era.
Glad you thought it was cool :) thanks for playing!