SCANLINE by pdotjpg
Welcome to the internal technical demonstration of the Texas Electronics™ Electronic Home Entertainment & Education System (TEEHEES™ for short).
The TEEHEES™ can draw four objects per scanline. If more objects are in a row, they will phase in and out.
Note to the engineering team: Concerns over TEEHEES™hardware stability are unwarranted.
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My second Ludum Dare, and another personal success :) Had a ton of fun making this, particularly the level/puzzle design. Looking forward to the feedback, and super excited to check out what everyone else has made.
WASD/arrow keys to move R to restart level M to mute/unmute music




| Link | https://pdotjpg.itch.io/scanline |
| Link | https://pdotjpg.itch.io/scanline |
| Original URL | https://ldjam.com/events/ludum-dare/49/scanline |
Ratings
| Overall | 16th | 4.163⭐ | 51🧑⚖️ |
| Fun | 55th | 3.969⭐ | 51🧑⚖️ |
| Innovation | 59th | 4.021⭐ | 49🧑⚖️ |
| Theme | 144th | 3.927⭐ | 50🧑⚖️ |
| Graphics | 68th | 4.03⭐ | 52🧑⚖️ |
| Audio | 45th | 3.927⭐ | 50🧑⚖️ |
| Humor | 123th | 3.293⭐ | 48🧑⚖️ |
| Mood | 18th | 4.141⭐ | 48🧑⚖️ |
| Given | 52🗳️ | 75🗨️ |
!> if you walk into a wall while standing on a pressure plate, it inverts the pressure plate’s logic and lets you keep a door open without using a box.
I assumed that wasn’t intentional because it completely bypasses some of the earlier puzzles, but isn’t actually required to beat any of them as far as I could tell.
although i know its the point but its pretty hard to see if an object is actually there or not most of the time (maybe just make it slightly transparent instead? idk)
i didnt finish it because i got crushed by a door after going thru so much work -3- but thats my fault. overall a really polished and well designed entry!
It gets pretty tricky. I was stuck on a puzzle, but midway through writing this comment I got a ah ah moment. Passed for more levels and now I am stick again. I think I have an ideas how to solve it but that require a lot of fiddling around and risk to be stuck or die and to restart from scratch. Undoing moves would have been a big plus.
Overall, really nicely done. I am hooked.
I had one problem in the level where you need glitched 2 lines, where the door wouldn't open even though the box was on the sensor, but otherwise it was extremely polished.
Also damn you made a lot of levels for just a jam! Good job!
The sokoban block-pushing puzzles were well-implemented and made me think (though the ability to move continuously while holding down a key would have been quite nice). Once the "twist" happened things got a lot harder. Couldn't always figure out why the doors were closing on me and killing me.
"Players frustrated," lol.
@dalep thanks for pointing that out! It's a bug, yeah. I had that happen during development a few times, but couldn't figure out what was happening (and, tbh, didn't have time to fix it). Nice catch!
@paperaeroplane555 I like the purity of the objects disappearing completely, but I hear you. Maybe some sort of glitch effect would read better than disappearing.
@nicmagnier So cool to read about your a-ha moment! As for undoing and the odd behaviour of phasing - if there was more time to add or fix things, those two would be next on the list for sure. If there's ever a larger version of this game, it should have infinite undos.
@rogual haha, added that message to let players know that the game isn't broken but that they haven't solved the puzzle. Burn unintended. Yeah, interaction with phasing objects is a bit inconsistent (doors kill you, crates don't), I can see how that would be annoying. A lot of the mechanics could use a slower and clearer ramping up to. Cool that you noticed the font :) It's not the original, but it's the best old-school console/terminal type font I've found over the years: http://webdraft.hu/fonts/classic-console/
Good job overall.
One bug I found - in this image on your Itch page you can see how the door is working when the box is phasing in and out:
[SCANLINE gif](https://img.itch.zone/aW1hZ2UvMTIyMDk5MC83MTIyNTkxLmdpZg==/original/jLzn%2FH.gif)
For me it seemed like the phasing box wasn't detected at all:
https://www.youtube.com/watch?v=Lw01UFJBBAI
Other than that one issue, I loved this game. The aesthetic is just great, the game plays smoothly and the level/puzzle design is amazing. Well done!
@paroxysmal yeeah, you might be right. It's so difficult to gauge the difficulty ramping with puzzle games. I really didn't want to throw players in the deep end, but maybe I went too far in the other direction. I understand that people don't want to play LD games for long. Thanks for the feedback and kind words!
@zsharpfire ha, fair enough, I drew it in like 3 minutes and literally didn't have time to go back and do anything else. It's not the most inspired design out there, I agree.
If I had one remark, it's that I'm often frustrated when I have to restart a level because of one mistake. I love the "undo" feature in Baba Is You, and I feel like it would make this game slightly less frustrating at times.
@reccy , I think the train of thought that took me to the scanline idea was Unstable -> Glitches -> Old hardware aesthetic -> NES 8-sprite-per-scanline limit. Thanks so much for the positive feedback!
@gibss , I totally get what you mean with the doors and it's a shame it got too frustrating. I wanted the doors to simply push the player back, but under the time pressure, this was the quickest thing to implement. Thanks for the words of encouragement regarding developing this further - I was toying with the idea and it's nice to see someone else think so too.
@xlambein Thanks so much! So nice to read that it's your favourite so far. 100% agree about the undo feature. Simply didn't have time to implement it.
I echo the sentiment of an undo button, though. Making one wrong move and then having to replay the entire level gets frustrating fast.
Bet, visā visumā, ļoti laba spēle! :)
There's just nothing negative I can say about this game. :)
Btw cool idea with the "games that need love" posts.
I love the art style! the tiny palette and the crt effect are great, and the little glitchy things in the walls are a nice touch
@rubr Paldies :)
@willoxs glad you appreciated those posts. I find self-advertising on the home page really annoying, haha - goes against the community spirit of LD. Thanks for checking out my game, glad you liked it.
@muse-x thanks so much! It's so nice to read such positive feedback, means a lot :)
@clonze sorry you were frustrated. I put that message in that level specifically to communicate to the player that the solution is a bit outside-the-box, but you're not the only one who's been rubbed the wrong way by it. I guess I didn't introduce the object phasing mechanic well enough. That's a really difficult thing to get right without extensive playtesting. Thanks for giving the game a shot, though!
@junjunlowpoly absolutely agree about the undo, like I've said before. @pancelor I know what you mean about the punishing aspect - this would be remedied with the undo feature, and that, I think, would also make the realtime elements more palatable (although, as I'm thinking about maybe pursuing this further, I am playing with the idea of objects phasing per turn, not in real time - we'll see). As for the 6-door level, did you sync up the two rows of phasing objects? That's the intended solution, which leads to relatively forgiving timing to get through the doors. If you were trying to brute-force it through there with precision timing, I'd have to redesign that puzzle to make it clear that is not the solution.