Piles - Pile it up by Mordrick

Rise to the top, by piling up unstable stacks of breakable objects, trying to reach the goal in 7 hand drawn levels.
Controls & Rules
- Use the mouse to grab and drag objects
- But be careful! Some objects will break!
- Pile up objects until you reach the level goal
Post Release Changes
- I fixed a bug where the retry and or menu buttons wouldn't work
Dev Notes
I'm a fulltime dad and head of software development / programmer / scrum master and I love games and game development!
My weapon of choice for the compo was Unity together with my XP-PEN to draw things and it worked out quite well. I was able to use almost 30 hours of the time besides caring for my family.
The graphics are all hand painted and the sounds are derived from either royalty free sources or (for the music) from the online AI music composer ECRITT (https://ecrettmusic.com/).
The code was written from scratch and at some points I'm not proud of how I solved problems ^^. With more time I would have written cleaner code and used Unity more in a way, it is meant to be used.
Release Version Info
- I couldn't get my custom mouse cursor to work with the WebGL Version so its a standard pointer at the moment
| Link | http://scriptology.de/ludum/Piles.zip |
| Link | http://scriptology.de/ludum/Piles_sources.zip |
| Link | https://patstar.itch.io/piles |
| Original URL | https://ldjam.com/events/ludum-dare/49/piles-pile-it-up |
Ratings
| Overall | 111th | 3.833⭐ | 59🧑⚖️ |
| Fun | 105th | 3.777⭐ | 58🧑⚖️ |
| Innovation | 190th | 3.571⭐ | 58🧑⚖️ |
| Theme | 37th | 4.304⭐ | 58🧑⚖️ |
| Graphics | 36th | 4.219⭐ | 59🧑⚖️ |
| Audio | 225th | 3.286⭐ | 58🧑⚖️ |
| Humor | 147th | 3.179⭐ | 55🧑⚖️ |
| Mood | 223th | 3.343⭐ | 56🧑⚖️ |
| Given | 63🗳️ | 104🗨️ |
Decent Sound Effects
And in tune with the theme
Good job
@magnusfurcifer - Thank you ^^
I did figure out that, at least in the HTML5 version, that you are able to cheat by just holding the furniture in place as long as the rest of the objects are touching the ground.
There needs to be more weight on some objects in my opinion, because they all feel pretty flimsy. The way that bigger objects like tables and couches flex is pretty neat though.
I didn't notice at first but the audio design for each object type is also pretty well done. Like the cushions make a softer 'cush' sound which I initial missed.
@mathiouza - I couldn't find the right music, that wouldn't distract me from playing a level so I just added some urban ambience sounds with low volume. The transition screens have some seconds. Yeah maybe I should have added some chill music in the s´levels, too.
@fakefirefly - Thank you! Yes, I noticed the "bug" with holding the last piece by hand, but I hadn't time enough to kick it out. It will be out in the refined version later. Although that bug gave me the idea for another game where you have to connect circuits or something like that by hand ^^. And you're right, the weights are a flimsy thing in unity. One times they are to heavy, then they feel like feathers. I'll give that a tweak later, too. And thanks for recognizing the different audios :).

Also, I liked the AirPods sofa

Thanks for doing a complete game! I enjoyed the finish look, the helpful tutorial and the multiple levels and details. I was struggling a lot but it itched me to keep trying different configurations over and over (even desperate attempts screenshot above).
The level design ramped up fast. I spent most of my play time on the second one, trying to see what the game wanted me to do, and trying to not yeeting everything by moving the sofa a tad too fast. At first I thought the breakage of the objects was just a challenge, but I liked that you applied that to the third level, good thinking!
Last thing was that I thought the mouse controlling got in my way more than I think the game deserves. There was a challenge for figuring out what to put on what and how. Finally executing the plan was over the top for me. Maybe a precision mode and more challenging levels? You could have then mechanics abusing the precision where you need to drop stuff from a different place because you can't place them there or objects that can only stay standing if they really are fully balanced (bowling balls?)
Yeah the mouse controll needs a lot more polishing than I had the time to do, as well as the behavior of some objects. I will definitely fix that post mortem.
As for more features: a precision mode sounds great. I also had plans for environmental disturbances such as flying birds, swinging pendulums or conveyor belts and crumbling platforms.
One of the later levels has round stones that act like bowling balls though ^^.
Did I understand you right, that the text in the second level is not really helpfull to get what the game wants from you?
Thanks again!
Ohh I would be mad about those tipping my stuff off haha
No, I think the text on the second level is fine, is just the line for me felt way higher than the objects gave me impression. As you can see piling up sticks was a desperate move :P
You're welcome!
Sometimes the hitboxes of certain objects were not very clear to me, especially the couch. It took me some time to figure out that the back part did not collide with anything, but that it did add weight. Nothing major though :)
Really great job making this! The art was perfect and really well done, and the sound effects worked beautifully too! I enjoyed this a lot ^^
Overall though, I had a lot of fun! It's a neat concept
I will improve the mouse handling and the physics , possibly limiting the radius an item can swing in your hand and even add a precision mode where you can somehow place things more precisely. I think I will make the breaking of objects also optional via a small checkbox so everyone can play it in its own flavor.
I think I can do bug fixing while the voting is on, so I will have a look after the hitboxes, that really should be more accurate in this type of game. I originally had polygon colliders but they were so computational expensive that the while game froze in place. Maybe I will find a way to use the best of both sides.
Thanks again for the feedback!
I had a hard time not breaking objects. haha
Great job!
Unfortunately it got stuck for me!
Thank you for your reviews and I'm glad you all had fun! ^^
@c64cosmin
Yes in this level you still have to build from the green ground to the top line. I will add a marker in that level to make this more clear. You should be able to restart the level with the restart button, but I heard it isn't working all the time :(
@kora0h
Yes the last-item-grab-cheat is a thing I will make configurable by the player. Some seem to like it others not, so best way is to put that into the options menu for the player to decide. The not working restart button is a no-go. I will investigate that immediately and fix it. Thx for reporting.
@marchellorobo - Sorry to hear that! I play tested so long, I had no idea about the difficulty of the levels in the end. I implemented it in unity so the physics are mostly done by Unity but the rest is self coded, yes.
@bridgeonastick - yes the placement was mentioned by others before. I definitely have to fix that soon. I think I have to tweak some of the weights and stuff so a tiny chair cannot knock of a couch with a small tip. The restart button is fixed now and I'll upload it any minute now.
Great game! I look forward to the next version with the environment features, like birds and bowling-ball-boulders!

Yes I just watched @yellowkamel playing my game and this helps a lot to see where the problems are located. After the ratings I will upload a polished version to itch.io where I will adjust the levels a bit so the difficulty curve is not that high ^^. I thought 7 levels are to few but now I see that reaching the 4th or 5th level is way to hard for a short time game, so I will adjust that.
Thanks again!
style is nice.
@shubart & @rainbowdied - Thank you and thank you for playing ^^
On the other hand, objectives which can be moved are light so there are able to see what can be moved and what are to left. It's bit hard with the mechanics and there could be more space to "storage" items. Overall this is fine Jam game and fun to play, and much to spend time on this creation.

I gladly take your feedback and all the good points that can improve the game. I think I will manage to add most of it to the post jam version. I especially like the idea of the axe and make the start and end zone more clear. I also encountered the problem with some constructions being not recognized as a winning build and I will see to that too since it seems like a bug to me.
Thank you again!
Art, SoundEffects, Theme - Everything is as perfect as you can think of a game made in 48/72 hours.
I think this would also be cool idea to make for mobile. Hard, but when you figure out the solution is satisfying AF. Cool Cool
Absolutely amazing game. It's immediately and obviously fun right off the bat!
There were so many things you did correct with the core gameplay that other games don't necessarily pay attention to. The weight of each object is not only tuned well, but the friction all feels great in a game like this that needs so much precision. Secondly, I loved how you grab the object at the mouse cursor and it hangs that way, allowing you to intuitively adjust angles or pick up a single side of a couch. How did you do that? Did you attach a hinge joint where to clicked?
Lastly, I love how many extra random objects you threw into the mix that weren't particularly necessary. This serves to give people additional challenge in clearing the play area, while also giving certain players the chance to go the extra mile and show off their skills. Most importantly, it just plain adds to the chaos which makes success feel that much better.
I thought the hardest level was the second to last level. While the final stage is a good test of everything you've learned thus far, this stage has the pits of doom, which makes everything that much more tense.
I loved this game, one of my faves for sure. One thing I would've liked is the main menu button to be a bit further from the restart button, and maybe a different icon. I actually clicked that 3 times, once when I was halfway done with the game too. Another thing would've been a button you could hold that would highlight which objects are connected to the grass. It took me a while to figure out the final stage. I was very close to winning but had to really carefully scan what piece was out of place and experiment a lot.
Thank you, and thanks for playing and commenting my game ^^.
Yes highlighting the objects that are connected to the ground or the target is definitely a thing i will add after the jam has ended. To move the menu buttons is another great idea and i will add a level select in the main menu, in case it happens nonetheless.
Thanks again for playing!
Edit: I also want to mention you can make the timer appear and win the level even while you are still holding an object, which feels like cheating to me
@kypello Thank you, too for playing my game! Yes the holding thing is something I will make optional in a future build so the player can decide if he wants to use that or not, since some players mentioned, they needed that feature. So I think the best way is: let the player decide :)

Overall though, an excellent effort, well done!
Thank you all for your comments and for playing my game!
@glenugie
OMG XD. That should definitely not happen, so: Sorry! It seems that the Unity physics engine wanted to give its 5 cents to the unstable theme here ^^. That's honestly the first time I see kinematic elements being affected that strong by other objects ^^. I will investigate that further! thanks for pointing out!
Keep it up! Play and rate more games ^^
Did I cheat as GustavB did? mmmm maybe :smirk_cat: But you shall never know!
It's fun, frustrating at times but amazing to play with.
Question: is it me, or does the back of the sofa have no collider?
I also cheated by holding the last piece in place :blush:
https://www.youtube.com/watch?v=jDb0uNdZf-U