Lunar Grid by ranseur
After many years we are back!
A game about escaping an insatiable void laden with dastardly traps.
Controls:
WASD or Arrows keys to move
Space bar to start the game
Escape to quit the game
Enter to toggle fullscreen mode
(ranseur):
Code: https://www.yoyogames.com/en/gamemaker
(kiiro):
Art: https://pixaki.com/
Music: https://www.renoise.com/
Sfx: http://www.bfxr.net/
This is a Jam game but we only worked within the 48 hours of the weekend. Alas we are spry young lads no longer ;_;



| Link | https://ranseur.itch.io/lunar-grid |
| Original URL | https://ldjam.com/events/ludum-dare/49/lunar-grid |
Ratings
| Overall | 371th | 3.795⭐ | 24🧑⚖️ |
| Fun | 177th | 3.955⭐ | 24🧑⚖️ |
| Innovation | 547th | 3.5⭐ | 24🧑⚖️ |
| Theme | 650th | 3.636⭐ | 24🧑⚖️ |
| Graphics | 456th | 3.909⭐ | 24🧑⚖️ |
| Audio | 278th | 3.773⭐ | 24🧑⚖️ |
| Mood | 448th | 3.675⭐ | 22🧑⚖️ |
| Given | 50🗳️ | 32🗨️ |
this guy and make a pixel-art masterpiece.
fun to play and aligned with the theme :)
It would be nice if the player character moved automatically, and you just decided their direction (Like Pac-man or Snake). As it stands now you're holding right most of the time which feels unnecessary.
Thanks for player and your feedback :)
@python-b5
We tried fiddling with diagonal movement but in the end we decided to cut because it didn't work well with the existing mechanics.
@littlebeardman
I could quite easily make that a toggleable option, maybe in a post-jam version!
**Loved the arcade gameplay.** It could get really tense while playing, and I really liked the rush it gave me. I loved that all the mechanics were very consistent in the sense that everything pushed you to move. Nothing felt out of place thematically. Speaking of theme, I think it fit into the theme pretty well.
As for the art, **I was really into the graphical style!** Everything is so aesthetically pleasing. It invokes the older eras of these types of games, while also fitting within modern sensibilities.
For things that I think could be improved, I think that **it could be clearer when the red tiles could be moved over, and when they could not**. I felt that the sometimes I could pass over them, and sometimes when I thought I could, I failed. I think that state change could be a bit clearer.
All in all, **I really liked it!** Good job.
First I tried to collect the traps, then after a few tries (plus the ending text helped) I figured out that they are bad (that's good, learning by trying; no need for additional instructions IMO).
I liked it how not all the traps always trigger, so it both fits the "unstable" theme, and made the game much more thrilling, and the abyss that follows you gives it a good sense of urgency and tension. The surprising deaths by a trap detonating nearby also gave it an addicting "just one more try!" feeling. This can easily be a basis for a complete (yet simple) game.
I think I would make the movement rapid without the need to always press right, pressing only to turn (snake style) because there is no real reason to stand still.
The gameplay loop is simple but very well executed.
At some point I had to stop myself from playing haha
and I melted my button to the right :sweat:
:star::star::star::star::star:
Good job in 48h! Grats!
• I'm terrible at games like this. They tend to make me feel like the skill I'm gaining through practice doesn't matter because the RNG can just screw me on a whim. You've managed to set things up in such a way that I haven't run into that problem. I'm still managing to get a better and better average score... :bulb:
• Have you considered adding an average score post-jam?
• Those red things are the worst, and yet they feel fair. Nice.
• The audio queues are excellent. Being able to here when the mines are about to detonate really helps me get the timing down.
• There are a lot of small stages of discovery that happen in this game. For example, the first for me was figuring out that the obstacles are proximity mines. That lead me to prioritize avoiding curtain mines, those read bastards mostly, over others. If this were expended into a full game focusing of those stages of discovery could lead to some great designs.
• Quick restarts. Very good, thank you. :laughing:
Nice job in 48 hours!! Very well done and super polished overall.
I don't think I have a lot to say about it, its a very well made jam game!
I think the only gripe I have is that sometimes, the deaths feel cheap. I think its primarily the red guys. They're unpredictable (i know, i know, unstable), and somtimes it feels like nothing I do would have saved me. But that may just be on me as well. I can't really tell, because I haven't played the game enough to be able to make that kind of call.
But either way, I played it longer than I intended to do, so obviously it came out well! :)