Asquid by Omid Ghavami
Physics-based puzzle game with a mysterious atmosphere!
Play using arrow keys or mouse or touch screen.
All beacons must be activated to win each level. I will not reveal more than that :)
If you fail a level it restarts until you succeed.
Level hints: 1. Feed the worm 2. Water the seeds 3. Herd the worm 4. Herd the worm, again 5. You are the shepherd
Game was developed in C11 using SDL and compiled to web assembly via emscripten.
The game uses a single font as its only asset, everything else is generated.
CHANGE LOG
- 2021-04-27
- Bugfix: COMPLETED message lingers on screen for too long
- Added hints to each level
* Full playthrough video *
https://www.youtube.com/watch?v=JqypjiUb5C0
* Screenshots *



| C11 Source Code | https://github.com/odyssjii/ld48 |
| WASM Version | http://statusinfo.se/ld48/ |
| Original URL | https://ldjam.com/events/ludum-dare/48/asquid |
Ratings
| Overall | 790th | 2.9⭐ | 22🧑⚖️ |
| Fun | 857th | 2.375⭐ | 22🧑⚖️ |
| Innovation | 160th | 3.762⭐ | 23🧑⚖️ |
| Theme | 702th | 3.1⭐ | 22🧑⚖️ |
| Graphics | 663th | 3.05⭐ | 22🧑⚖️ |
| Audio | 369th | 3.3⭐ | 22🧑⚖️ |
| Humor | 638th | 1.719⭐ | 18🧑⚖️ |
| Mood | 427th | 3.289⭐ | 21🧑⚖️ |
| Given | 29🗳️ | 14🗨️ |
The audio is generated by overlaying sine and saw waves based off of the movement of the entities, so what you heard was probably the intended sound. The sound of the lightning when the beacons are activate is a generated white noise.
For the movement of the bodies, you can look at "update_newtonian_physics" and "update_string_physics" functions. Basically, there are two physics simulations running: simple "classical mechanics" (well, a cartoon version of it) with collision detection and response; and a spring physics simulation between interconnected parts of an entity.
The look of the game is all just solid color rectangles. The rest is some math to simulate some form of lighting/shading.
No engine; I use SDL for rendering the rectangles, writing to audio buffer, and handling input. Everything was written from scratch for this competition; well, I reused my old algorithms for collision detection I wrote for a previous Ludum Dare (find_intersection_between_lines, test_collision_against_line, test_collision_against_box) and the set of basic colors used is something I have reused for many years now.
Anyways, I'm very impressed on what you achieved, some of you guys really are on a completely other level.. Maybe understanding how to combine block is a bit hard to grasp but it might play with the experience as well and get you more immersed, no unecessary noise. It makes it quite contemplative honestly, great job ! I'd give you a 10 for mood if I could !
I have added short hints to each level following your feedback. My initial idea was for the player to have to figure everything out on their own, but perhaps not suitable for this format were people just want to quickly try something out for a few minutes.
bad balance and lack of polish on the game design.
Really glad to hear that you started thinking of them as animals, that was my hope! The "cow" was initially a chain of 6 pieces, which is why it is still a "worm" in my head. But the gameplay was way too advanced with 6 symbol patterns to feed it, so I eventually simplified it down to 2 but then it didn't look like a worm any longer.
I feel like there should be more communication of the games mechanics. A level that just teaches you to push stuff and shows how blocks change. Or just hand out a complimentary dose of acid. I'd take that as well.