Recursio by loyance

[raw]
made by loyance for Ludum Dare 48 (COMPO)

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💡 Idea:
After the Singularity's expansion in Abstractio and the assumed end of space and reality that were just being built, perhaps the end was just a beginning? A beginning of something greater, that would reach incredible depths?

The expansion resulted in an implosion, which produced unstable blobs of matter that will shape the new reality. The blobs seemingly have a possibility to continuously split themselves and the space around them, resulting in the 2^n expansion. To become stable, the blobs must all converge at a single point in space. And this convergence should happen not just at one level of expansion but on all of them - at the infinity depths.

Your goal is to guide the blobs to the points of convergence by moving them and the space around them. I wish I took Physics in University besides 4 classes of Real Analysis to throw in some quantum mechanics into this...


✏️ Theme: Deeper and deeper


🏅 Features: - A unique puzzle gimmick, unleash the powers of shifting space - 5 challenging levels, but in reality there are a lot more because I have... - 2^0 + 2^1 + 2^2 + 2^3 + 2^4 puzzle sections, if I were to continue this series, then I would have reached the end of the stack sooner than the Compo timer would reach 0! - Assume ∞ = 4. Then 2^n creates a new reality as n -> ∞, * the proof is left as an exercise to the player* - Replay value, tons of it. You can play with your eyes closed, or maybe with your monitor upside down. Possibilities are endless, really - Abstractio sequel, that's a stretch, but don't tell anyone. Otherwise they'll take away my Abstractio GOTY award - Sick out-of-this-reality (literally) tunes, press F for jukedeck, (F stands for FL Studio :sunglasses:)


🎮 Controls: - WASD/Arrows to move blobs around - Click and drag to swap puzzle sections - Escape to close the game - PageUp to go to the next level (cheats!)


🎥 Timelapse:

https://www.youtube.com/watch?v=XeiCWff0tk8


NOTE 1: HTML5 version of the game might have issues with audio levels and performance, as GameMaker:Studio's HTML5 export is pretty trash. Specifically, upon loading the HTML5 version of the game be sure to click somewhere on the page before the game loads as otherwise the audio will not play.

Ratings

Overall 388th 3.543⭐ 25🧑‍⚖️
Fun 400th 3.391⭐ 25🧑‍⚖️
Innovation 100th 3.935⭐ 25🧑‍⚖️
Theme 697th 3.109⭐ 25🧑‍⚖️
Graphics 457th 3.435⭐ 25🧑‍⚖️
Audio 525th 2.978⭐ 25🧑‍⚖️
Mood 183th 3.705⭐ 24🧑‍⚖️
Given 48🗳️ 22🗨️

Feedback

The1
26. Apr 2021 · 09:23 UTC
Well this one is quite hard for me but hey thats my problem isnt it :D i like the transition between levels.
overall nice game! :)
bw_devel
26. Apr 2021 · 11:02 UTC
Things I liked:
- good art
- great game mechanic
- good feel to the interface

Improvements:
- The difficulty progress from the 2x2 to the 4x2 map was massive; a 3x3 or 3x2 in between would have really helped with the difficulty curve progression.

Bugs:
- didn't encounter any
Kurama_Youko
26. Apr 2021 · 23:35 UTC
Very original idea, alas, my brain has melted a few years ago and I don't have the necessary patience for it :/. Also, I agree with previous commenter about the difficulty curve progression.
smbe19
27. Apr 2021 · 12:25 UTC
Interesting idea, but I found it a bit annoying with too many blobs to care for.
hypp
28. Apr 2021 · 20:14 UTC
Very original! I really liked that you could move around parts of the "map".
xxAtrain223
08. May 2021 · 03:16 UTC
Simple concept, but complex puzzles. Awesome game!
CeltiCo
08. May 2021 · 03:18 UTC
Funny, I had a similar idea for the jam :^)

I wasn't a fan of critters dying when they go into the edge, especially with the larger count. It just made things feel overwhelming and I had to spend way too much time looking at each of them. Either a wrap-around grid or just not letting things go past the edge would have felt fine.

Graphics and audio were simple but pleasant. I really liked the victory/credits screen :^)

Innovation-wise, you combined the "drag and drop the world" mechanics with the "you control everything" mechanics. I hadn't read the controls, so it was an enjoyable discovery. I was taking so long on the last level that my spectating girlfriend decided to steer the wheel and take over, she especially enjoyed it!

Ultimately I quite enjoyed the game. Maybe investing time into procedural generation would have been nice to keep the game going.
DancesWE
08. May 2021 · 05:10 UTC
Very much enjoyed this game ... very inventive.
DragonZBW
12. May 2021 · 00:30 UTC
Very cool! Started out easy but got much harder a bit too quickly. I also think the goal looked too similar to the blobs. Once the levels started getting more zoomed out it was a bit hard to tell where the goal was at a glance. Overall the game was very original and neat. No idea about all the singularity and 2^n stuff you're talking about in the description though, lol :)
Koolruz
13. May 2021 · 03:22 UTC
This is a really neat idea for a puzzle concept! I had a lot of fun figuring out how I had to rearrange the walls of the maze to get each of my blobs safely to the goal, but I found myself quickly overwhelmed with too many blobs as the levels became composed of more and more pieces. Because the level layouts generally kept my blobs safe, I would frequently find myself not paying attention and losing track of one of them, then dying seemingly out of nowhere. It wasn't difficult to ensure that a blob stayed on screen if I knew about it, so this mechanic didn't add to the challenge of each screen, it just felt frustrating.

Visually, I really like the style that you were going for here! Everything feels very cohesive and polished, and the subtle shifting of the maze lines really help tie everything together. I also really liked the subtle details - The fact that your blobs and the maze tiles all swayed slightly out of sync with each other added some nice visual interest, and helped very subtly distinguish the various elements making up each level. My only real feedback here is that the goal looks very similar to your controllable blobs, and it can be difficult to locate at a glance.

I did run into one strange mechanic that felt odd to me, and might have been a bug - When I had multiple blobs lined up next to one another, they did not all move as a cohesive group. You can see in the attached gif that when I step left, only one of the two adjacent blobs moves left, and the other was still stuck until its neighbor was two spaces away.

![ldjam.gif](///raw/dec/c2/z/42637.gif)

Overall though, this is a really well polished game - Great job!
Tim77
13. May 2021 · 08:28 UTC
This was very cool! Well done! Liked the minimal art style. Great concept with some lateral thinking needed to solve puzzles. Loved the realization I could reorder the puzzle tiles with my mouse! Maybe future versions could have moving bad guys? Good luck for the jam!
LePoulet
13. May 2021 · 15:12 UTC
Very cool idea. The difficulty escalated quickly. Nice entry.
Rialgar
13. May 2021 · 15:50 UTC
After I grasped the mechanics I thought this would be more tedious than interesting, but I was very pleasantly surprised. It was rather tricky to make sure none of the blobs ran out of the screen. Well done!
cheesepencil
13. May 2021 · 17:29 UTC
Looks great, feels great. Excellent compo entry! I got no complaints it's got everything a compo game needs plus a fresh concept (to me anyway)