Babel by Gaming Night

Use all the objects on hand to build the highest tower and get the apples.
But beware the unstable platform!
📦🎍📘🚧:watermelon:🧨🛋️

Made by: Thibaud & Julian & Julien & Leonaaard
| Link | https://gamingnight.itch.io/babel |
| Link | https://gamingnight.itch.io/babel |
| Link | https://gamingnight.itch.io/babel |
| Original URL | https://ldjam.com/events/ludum-dare/49/babel-1 |
Ratings
| Overall | 250th | 3.913⭐ | 77🧑⚖️ |
| Fun | 184th | 3.947⭐ | 78🧑⚖️ |
| Innovation | 365th | 3.669⭐ | 76🧑⚖️ |
| Theme | 107th | 4.276⭐ | 78🧑⚖️ |
| Graphics | 630th | 3.737⭐ | 78🧑⚖️ |
| Audio | 410th | 3.596⭐ | 75🧑⚖️ |
| Humor | 286th | 3.687⭐ | 77🧑⚖️ |
| Mood | 640th | 3.5⭐ | 76🧑⚖️ |
| Given | 32🗳️ | 38🗨️ |
A great game with sample rules
Also love the aesthetic and the cool seamless transition to a new game.
The sofa really got me.
I enjoyed playing this very much!!
Keep it up
I liked the difficulty curve - Once I kinda figured how to balance the small tetris blocks the game threw a couch at me :)
Yours is just better executed :smile:
Congratz!
The "unstable stacking of things" idea is taken to its best here. I love the clarity of everything. The response of controls are great, the feedback are nice. The sound design adds a strange mood that is quite fitting.
What I liked the most is that without looking at the controls, I played only with left click on the mouse and it was very pleasing! The auto rotation and set angle of the camera make for a comfortable experience!
Great job :two_hearts:
might help.
It is obvious that in certain situations it is difficult to locate the apple well in space.
A visual cue on the ground or better color depth management (as @whimsicalwang suggests) could have helped.
In any case, we are delighted that the sofa has had its effect;)
And the best sound effects i've ever heard on a Ludum Dare game.
Challenging but simple gameplay that doesn't need to be even explained and i think it's awesome!
You were right about how similar our games are. I do think this would have benefitted from some better indication on where the plate was tilting though. Especially since you let the players put the camera straight down. I used that camera view while I was playing since I found it better for precision placing, but then it was harder to notice any tilt.
I think I had a pretty good strategy since I was essentially practicing your game all weekend :wink: But then I found it even more fun to just rapid fire click since you let me place new objects almost as fast as I want.
I, the graphic designer of the team, never reached this score !
On a downside, while the transition phase between 2 'games' was very well thought, it's not obvious at first that the numbers next to the apples are the score and it doesn't give a lot of time to read it and it's easy to miss it if you don't pay attention.
You are right about the display of the score, it is not optimal. An internal conflict within the team on the presence of a HUD pushed us to relegate this aspect to the very end of the project and perhaps a slight slowdown in the fall when we pass the score would have helped for readability.
@everybody : thank you for your feedbacks <3
Had a good laugh, the gameplay is really solid and addictive! Good job.
Great choice to have apples as the main collectible. Apples are the best.
Great idea to constraint where we need to go with the apple, so it's not just "stay balanced with maximum of things" :thumbsup:
I just think it lacks constrast with the platform being white on white background. But well done !