Lucifloor by Snowdrama
Build blocks to prevent yourself from falling into the pits of hell!
| Link | https://snowdrama.itch.io/lucifloor |
| Original URL | https://ldjam.com/events/ludum-dare/50/lucifloor |
Ratings
| Overall | 798th | 3.452⭐ | 23🧑⚖️ |
| Fun | 919th | 3.167⭐ | 23🧑⚖️ |
| Innovation | 647th | 3.357⭐ | 23🧑⚖️ |
| Theme | 387th | 3.905⭐ | 23🧑⚖️ |
| Graphics | 497th | 3.881⭐ | 23🧑⚖️ |
| Audio | 239th | 3.833⭐ | 23🧑⚖️ |
| Humor | 578th | 3.105⭐ | 21🧑⚖️ |
| Mood | 654th | 3.5⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 3🗨️ |
Potential bug: The block inventory does not reset to 10 after restarting - our game has this same problem with power-ups too, :sweat_smile:
Great Work!
@roolow Yeah, because of the lack of team this time around I made sure to keep the mechanics minimalistic so I could focus on animations, sound and polish. Because of that I didn't actually really test "playing" the game beyond "Okay this doesn't break, cool" so I didn't really consider what the gameplay experience would actually look like in sustained play.
@tomatolamp Thanks! The reset button was a post jam feature that didn't get any real testing, but it was enough of a roadblock that I added it in, having to fully refresh the browser tab to restart wasn't great, I'll have a fix for it pushed soon. Otherwise yeah as I mentioned to roolow, I didn't really test gameplay besides to check if it was functioning or not, the focus was to implement the most simple mechanic possible and then the rest of the jam was animation, sound, and polish.
@smash-city Yeah definitely was not designed with trackpads in mind lol
I like the idea, but the flow of the game feels a little slow and boring.
Music and art is good (but honestly, I didn't understand what are the green blocks suppose to represent).
Also, it's funny that players can build a tower through the upper border of the screen :)
@andreish The colored blocks are just colors, they are all identical except one thing: combos. the game is supposed to be a hybrid of a "match 3" style game and a platformer, you combo blocks of the same color together by making 2x2 grids or larger and that nets you bonus blocks in your inventory of that color to offset permanently destroyed blocks at the bottom in the lava. For example a 2x2 when dug up, will return 6 blocks instead of the 4 used to create the 2x2.
Just missing a little something to make the game more exciting, the game contents (graphics / sound and code) are already good enouth.
I'd like some "highscore" too, a time survived or number of levels passed. :)
Graphics and music/sfx are very good :)
but it may need a lil more of balancing. I had dive deep in the mechanics to get involved with the MC and not because the game is pushing me toward the good direction.
Anyway, solid and polished entry here.
A faster game pace would also be nice, and I think if I could just hold down the mouse to place blocks that would be pretty fun, as it ended up being me mashing to make megablocks so I could have enough to build a tower.
@agent-peterson Thanks! Yeah I liked the idea of having to destroy blocks to progress, but then blocks are also needed to not lose so there's a trade off. The music was great, that's @rot-god he spent the jam working on that.
@matthewrobo Yeah for sure, I had planned other things like combos that require multiple colors or specific patterns, ways to make you need to spend more time making complex shapes rather than just making big shapes to make lots of blocks. I leaned away from a Faster game pace initially because the PLAN was that only squares would work so only 2x2/3x3/4x4 etc. but the way the blocks are detected is more like a flood fill that looks for any 2x2 space. That would have made it harder because then 20x2 wouldn't combo, and so you'd need to spend more time placing the blocks in that block shape, I playtested under the assumption that would be the case, and that speed made sense because it was making a 5x5 was nearly impossible at the fastest possible speed 4x4 was risky and only 2x2 and 3x3 were reliable. When I found my combo code made odd shaped groups vs square groups, it made the towering strategy the best option because getting up high and making a 20x2 was faster than having to manually make multiple 4x4s.