Ark by ProdigalSon
Description
The world is unstable, and God is sending a flood to destroy it. You have been commanded to gather pairs of animals and deliver them to the Ark.
Controls
- LMB: Place/Remove path
- Click and hold to continuously draw a path
- Click and hold to draw over an existing path and create a CROSS section
- Shortcuts (Available in game)
- Space: Start/Stop the scene
- E: Fast forward the scene (Speeds up the scene)
- R: Remove all (Removes the paths of everyone)
This removes the paths of everyone
Gameplay
- Click on a person to build their path.
- Place a path next to an animal for the person to pick it up.
- Each person must gather and deliver a pair of animals onto the ark.
- Straight paths can be crossed over by holding down the left mouse button as you cross over them

Team
- Programmer: Nelson
- Level & Sound Design: Michael
Known Issues
- Level select doesn't highlight current level
- last animal collected isn't always shown on top
- Sometimes the game freezes while transitioning
| Link | https://prodigalson.itch.io/ark |
| Link | https://github.com/nlaracuente/Ark |
| Original URL | https://ldjam.com/events/ludum-dare/49/ark |
Ratings
| Overall | 110th | 4.097⭐ | 64🧑⚖️ |
| Fun | 75th | 4.121⭐ | 64🧑⚖️ |
| Innovation | 263th | 3.774⭐ | 64🧑⚖️ |
| Theme | 1458th | 2.387⭐ | 64🧑⚖️ |
| Humor | 847th | 2.759⭐ | 58🧑⚖️ |
| Mood | 524th | 3.605⭐ | 64🧑⚖️ |
| Given | 37🗳️ | 2🗨️ |
One thing it could've used somewhat was a slider for letting the speed increase when the players go on their trip
Great game, cheers on your entry !
@nardandas I agreed 100% and I really tried to find a way to accomplish that while also supporting all the other moves. I will need to invest more time into that because I'm with you on that one :D Thanks for playing
@arthurds @erikengineengineer @charles-viau @bridgefromtv @kage @toxiccomputer @notke @ghostbit @nshbae @simpathey @rein @bougiebirdie @potkirland @john-luke-lusty @karsinis
With the element of timing in a lot of the puzzles I think there should be some kind of indicator where other paths are when you are at a certain point (say all paths are by default darker, and then they fill up with the lighter version of their color with how much that path would have progressed at the point you are building your current path). Counting path sections is really overatedc
Still, big props for managing to nail what you set out to achieve. Congrats on the entry :)
**Overall: (5)** Great game, tons of polish, challenging, but fair
**Fun: (5)** You bet it was fun, the puzzles were great!
**Innovation: (4.5)** I've seen a couple similar games where you are making these paths, but the barrels present a unique challenge along with having to get 2 animals with each character (which also fits the story perfectly)
**Theme: (2.5)** I would have liked to see "Unstable" as part of the gameplay instead of just the lore for the sake of rating this category, but the game was perfect without trying to force in unstable gameplay elements
**Humor: (3.5)** I don't think it was a specifically humorous, but it was still silly being able to click on the animals/people to get them to make a sound. The red guy was my favorite!
**Mood: (5)** I usually rate this one for audio/graphical/tone consistency and everything fits together great
Some suggestions:
- The last guy you pick up stays on top (like you have already mentioned)
- Be able to cross over the end of another path
- Be able to drag the path back inside the guy (I realized you can actually just click on the guys to completely restart the path too oops! That woulda helped me a bit haha)
- The magenta is a little harsh against the green background, I think blue could have worked better
- fullscreen button
- hide the ui on the sides with a pause menu so the game can be played larger
I'm impressed over the level of polish you managed to achieve in such a short time, like how the animals jump and make a little sound when you click them. The puzzles were really well designed too. I hope you consider making this a "full" game, I'd pay a few bucks for it if I could buy it on the app store for example.
I've designed a few puzzle games vaguely like this before, and it's a lot of hard work, but also fun to discover all the different ways a few simple rules can lead to different patterns of thinking. I thought that experience would help me solve these puzzles quickly, but it ended up taking quite a long time to beat them all :sweat_smile:
The presentation is great too, it feels pretty polished all around, but just from an abstract design standpoint alone, this game rates very highly for me.
Level 12 was probably my favorite; I spent a while trying to figure out a complicated sequence of "A picks up X and Y, then drops Y and picks up Z" before stepping back and figuring it out :D
I feel like my level 13 solution was unintended? not sure; here it is if you're interested: https://cdn.discordapp.com/attachments/375116771545579520/899108365983162389/unknown.png
I wish there were more speed options for running my solutions. Also, I wish the volume settings didnt reset every level (although that might be because I have cookies disabled...? not sure)
The polish on this was really great! I thought having the UI+instructions+settings+game all simultaneously visible at all times was a neat, different thing, and I like it.
https://youtu.be/QZxtnpxwT_M?t=5864
Also, as promised earlier, here's the screenshot of level 13, where the solution below created a bug where a poor narwhal was left behind, yet the game registered as the correct path. Humans can be so mean, sometimes.

I finally had the time to come back and rate everything I played so far! Sorry for being a bit late.
I really enjoyed this game, let us know if you make a future version <3
Here is a link to the vod of the review if you wish to see it again: https://www.youtube.be/watch?v=h15d_WbzH64&t=9579s
It's a good thing I'm already a puzzle game designer, because boy does this puzzle game become really hard, really fast. The rules that this game provides are relatively easy to learn and understand. I think it was clever keeping the focus on path-building, and creating mechanics around that central concept.
One thing I did struggle with were that some mechanics weren't introduced in such a way that eases the player into understanding the fundamental behind it. For example, the first level that required creating an intersecting path involved creating a sort of a figure-8 path, when I think a figure-4-like solution would have been a simpler way to teach that mechanic. Furthermore, it would have been nice if some levels were dedicated to reviewing a previously-introduced mechanic. It took me a while, for example, to learn that an animal placed in a basin can be re-retrieved. Had I known this, I think I would have solved some of the levels much faster.
Perhaps the biggest concern I have with a puzzle game like this is that there's probably going to be a point where the difficulty of a level has escalated enough, that some players would end up simply quitting the entire game mid-way through. I'm wondering what sort of solutions there might be to prevent this from happening: perhaps, adding some time-step controls to monitor the timing of how each individual carrier moves. It might also help adding in a hint system that provides a partial solution for those truly stumped.
Still, I've enjoyed my time playing this game, and would definitely like to see more development in this project.