DEEPORB by Taft Punk

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

A programming game. Guide the Orb into the deeps. gamepic2.PNG gamepic3.PNG

Ratings

Overall 523th 3.365⭐ 28🧑‍⚖️
Fun 793th 2.654⭐ 28🧑‍⚖️
Innovation 222th 3.635⭐ 28🧑‍⚖️
Theme 457th 3.558⭐ 28🧑‍⚖️
Graphics 500th 3.365⭐ 28🧑‍⚖️
Audio 396th 3.24⭐ 27🧑‍⚖️
Mood 372th 3.375⭐ 26🧑‍⚖️
Given 6🗳️ 7🗨️

Feedback

bw_devel
26. Apr 2021 · 12:09 UTC
Game doesn't load in Firefox or Chrome for me; just get the Unity Web Player progress bar to ~95% and stops:

![Screenshot 2021-04-26 140921.png](///raw/af7/c/z/3d66c.png)
IndigoWolf
26. Apr 2021 · 15:07 UTC
Really impressed with your take on the theme and the mechanic. You could definitely flesh this out more into a full game in the future. I would recommend dialling down the volume a little as the mute button doesn't work. Great work on this though.
sevkron
26. Apr 2021 · 15:20 UTC
There are some good ideas here. It reminds me of a combination of Baba Is You and Duskers. The Orb having lag the deeper you go is neat and can build tension. Needs some quality of life improvements, perhaps shortcuts for commands and larger text boxes when in full screen.
Glad you got your build working!
Poorwill
26. Apr 2021 · 22:29 UTC
The potential is definitely there. There might be a gem hidden in this.

I do think that "cancel" shouldn't reset you to the beginning though.
Ariorick
26. Apr 2021 · 22:41 UTC
Impressive! Lag is a cool way to make player more invested into prerecording instructions, good idea! Though I think it needs more visual reprsentation. Also I've found a way to hack the game - just gotta change instructions while they are executing :д
jj2oo2
26. Apr 2021 · 22:43 UTC
I enjoyed getting used to the controls and working on the puzzles to learn the abilities and tile effects. Stacking up a whole page of instructions and executing is satisfying on repeat playthroughs. I was trying to use the sensor to figure out what i now realize were the checkpoint tiles! Would be cool if you could actually do that sucessfully and get read out from the environment. Pretty cool game. Thanks and great job!
chris-delta
27. Apr 2021 · 01:04 UTC
This is an interesting idea, but I didn't really enjoy playing it. It's a combination of the interface requiring all this clicking, and the delay being inconsistent.

On the interface, this game would be frustrating to play even without the delay mechanic. On the inconsistency of the delay mechanic, I came in expecting an element of skill in timing commands, but what I'm experiencing is more like a gambling mechanic.

I did enjoy the little puzzle with the spiral of currents in the middle, that was satisfying to solve. This was a really creative integration of the theme into the mechanics as well.
🎤 Taft Punk
27. Apr 2021 · 02:51 UTC
Thank you to everyone who played!

@bw-devel The game is able to load now if you want to take a look.

@indigowolf Thanks, I did a little patch to turn down the volume and fix the mute toggle.

@sevkron Yeah, if I ever spend more time on this I'll be looking at that kind of stuff.

@poorwill If you could cancel and just stop moving it could mess up some of the puzzles. It's mostly there so if you deploy your sensor in a tile that never has a current you won't be stuck forever.

@ariorick Oh, that's tricky. I'll have to work that out if I make an improved version.

@jj2oo2 That's a neat idea, I'll keep it in mind for any expanded versions.

@chris-delta The point of the delay is to prevent the use of skill in timing commands (and also as part of the theme integration). You're meant to use the sensor for timing. I'm glad you still enjoyed the spiral puzzle.
zimny11
27. Apr 2021 · 11:08 UTC
Nice take on the theme!
RandyTayler
01. May 2021 · 00:04 UTC
A very cool idea, and well executed. My one suggestion: I think the controls could be improved - using the mouse to click lots of dropdowns and buttons kinda steals the joy of the game a bit. Maybe it's JUST the dropdowns. What if you had a row of buttons, and you just click each one the number of times you want to go in that direction? Then it builds your command sequences into something visual, like clicking the left arrow twice, then the down arrow once, then wait, then down, would build a visible sequence. :arrow_left::arrow_left::arrow_down::timer::arrow_down:
Trexxak
01. May 2021 · 21:51 UTC
Mhh, nice "programming puzzler" (is that a subgenre?)
Really liked the simple style you were going for!
dpmzi
16. May 2021 · 14:32 UTC
Not sure why the programming concept is here—I didn't get too far, but all the stuff I got through could have just been direct input instead of requiring setting up instructions. The rules of the currents are unclear to me. It seems they push you in a direction once per instruction, but it doesn't seem to work if you wait.

Nice graphical theme, and fun that there's music, too.
txanevk
18. May 2021 · 18:39 UTC
I enjoyed the music and the gameplay. The idea is well implemented. It makes you think before taking an action. Cool game. Very nice compo entry.