Don't drop it! by Srynetix
Welcome on my 3rd Ludum Dare Compo entry!
The concept is simple: you have to drag-n-drop a bomb ready to explode to a safer location.
Instructions are included in the game, but I warn you, it is quite challenging.
If you reach the end without dying once, you may get a surprise! :gift:
Software used: - Godot Engine 3.3.3 (mono edition) with a few addons of mine, - sfxia, - Affinity Photo, - FL Studio.
Assets used: - VG5000 font (https://gitlab.com/velvetyne/vg5000)
Good luck, and have fun! :smile:

GIF preview on GitHub
Ratings
| Overall | 26th | 4.119⭐ | 23🧑⚖️ |
| Fun | 16th | 4.167⭐ | 23🧑⚖️ |
| Innovation | 29th | 4.167⭐ | 23🧑⚖️ |
| Theme | 48th | 4.238⭐ | 23🧑⚖️ |
| Graphics | 322th | 3.31⭐ | 23🧑⚖️ |
| Audio | 80th | 3.763⭐ | 21🧑⚖️ |
| Humor | 83th | 3.553⭐ | 21🧑⚖️ |
| Mood | 133th | 3.583⭐ | 20🧑⚖️ |
| Given | 13🗳️ | 15🗨️ |
I also like when LD games have level design, always feels more interesting to me. Getting to see the next level is more of a reward than a "you win" or a score number going up, for me. So that was cool too.
Graphics other than squares for the different objects would be nice, and would also help people remember what does what. Grey square doesn't exactly scream "danger", for instance. But it's not a big deal, since the reminders are there.
The core mechanic of dragging the bomb around was original and mostly felt good, though I feel I should have been allowed to throw it fast if I wanted to. Might have been nice to penalize going too fast through the level design rather than by failing you if your speed goes too high.
The theme was also perfectly integrated.
Overall, I liked this one. Good job!
@rogual Thanks for your detailed feedback! Yes I agree the tileset is a little confusing, its more a problem of me not having the skills about how to draw something better :sweat_smile: (until next time!)
I wanted to play more with the mechanic of not going too fast and the time limit (with easier level design), but yeah it can be a little frustrating sometimes.
@anshul-k Thank you! Yeah for level 7 you have to keep the bomb attached and slowly moving down and that's it. But level 10 is really more challenging, I had to put some difficulty before that. :grin:
@aquachain Thanks!
But man, I was so addicted to try this LEVEL 7!! AHHHH
The concept is good and the difficulty ramp made me engaged throughout the whole game.
One advice I would have is to not put too much variety in a game jam. You have quite some type of blocks and that takes a bit to fully digest them and explore them to their fullest. So I think having fewer blocks would have been benefitial, for example the dizzy one is interesting but a bit more frustrating than other blocks.
And you showed that you can do some nice level design and I think this is where the game shine more. So TLDR, use fewer mechanic but use them in interesting ways in the level design.
Overall the game is really nice, well done!
Really great base mechanics and interesting uses of the different zone types for the levels!
Also good visuals which are easily recognizable, the introduction text does it's job well and great music and sound!
It really is quite challenging, great entry!
@matt-fabius Thanks, it's always the level 7 which causes problems. :stuck_out_tongue: And yes you are right about the art, some pointy things for the gray blocks would have been better for example.
@bithellio Thank you! I wasn't really sure about the yellow blocks, they are more frustrating than anything. I should have lowered the movement intensity but in a faster pace (in a "shaky" way). But well, they add difficulty in an already difficult game :sweat_smile: (frustrating in particular in level 9, you have a kind of random victory).
@hoffi309 Thanks! :smile: Well in my mind the "unstable" theme was more about the gameplay itself, moving a bomb with your mouse, trying to be careful and not going too fast (and the yellow blocks add to this).
@nicmagnier Thanks for your advice! Yes you are right, initially I wanted to add more levels so you would have time to fully grasp the mechanics. Next time I will focus on that. :wink:
@tyin Well you are totally right, it needs a restart button! The time limit will explode the bomb but yes, especially in the level 10 it can be frustrating. I will add that later, thank you. :wink:
@lychee Woah, thanks a lot! :grin:
@nshbae Well, replaying it now yes I think that the last test is too hard, and it was even harder before :sweat_smile: When I did the full run on my mobile I died 62 times before finishing it, with 60 times on the last. But well, I like to play to challenging games like that :grin: (I have things like _I Wanna be the Guy_ in mind). I should have lowered the difficulty a little more (especially the end when you have to slowly move until the exit).
@freeworld Thanks a lot! :grin:
I think I will polish the game after the jam to have something more playable and with better graphics :stuck_out_tongue_winking_eye: (maybe adding an in-game level editor).
I did have a couple issues with the text, I think the colour might have been too similar to the grid borders, or maybe I just need new glasses lol
Besides that, the drag mechanic is well tuned for a jam game, and the various different kinds of obstacles make for some fun puzzles.