Sir Blocksalot by jhandsy

[raw]
made by jhandsy for Ludum Dare 50 (JAM)

DOTH HARK!! The mythological pink beast hath risen from underneath the quiet town of Blocksford-Upon-Dragon! You must build a stone BARRICADE to protect the castle keep from a fiery fate, but beware the Dragon's FIREBALLS! Use the fabled GREAT HAMMER to repair the castle walls.

The castle may be doomed, but you can buy your people some time to evacuate!

CONTROLS:

ARROW KEYS - move

SPACE - pick up & drop blocks / pick up & SLAM hammer

HOW TO PLAY:

The dragon spits fireballs downfield in increasingly quick intervals.

Pick up piles of blocks from the rubble piles on either side of the screen using SPACE, and place them in your field to fortify your defenses. NOTE: After the stone piles are placed, you can pick up and move individual blocks.

Use the hammer to repair the damage to your castle by hammering in front of it. If you're dumb enough to try, you can also crush fireballs!!

Good luck!

Screenshot (20).png

Screenshot (24).png

Jo Hanna - Programming and Design https://rumblepack.itch.io/

Frazier Krohn - Art and Music https://soundcloud.com/frazier-krohn

Gage Bradley - Art and Music https://soundcloud.com/gage-bradley-1

Ratings

Overall 725th 3.5⭐ 41🧑‍⚖️
Fun 486th 3.577⭐ 41🧑‍⚖️
Innovation 169th 3.859⭐ 41🧑‍⚖️
Theme 310th 3.974⭐ 41🧑‍⚖️
Graphics 250th 4.192⭐ 41🧑‍⚖️
Audio 283th 3.763⭐ 40🧑‍⚖️
Humor 673th 2.959⭐ 39🧑‍⚖️
Mood 597th 3.566⭐ 40🧑‍⚖️
Given 34🗳️ 46🗨️

Feedback

PinballJunior
05. Apr 2022 · 16:56 UTC
Nice game with cute art.
Thesandgamer
05. Apr 2022 · 16:59 UTC
well done, the game is really cool to play
Zirrrus
05. Apr 2022 · 17:24 UTC
Very nice little game, love the pixel art!
Cryptomnesic
05. Apr 2022 · 20:23 UTC
Pixel art is top notch but could not for the life of me figure out what to do with the hammer
s1lv3r Dr4g0n Games
05. Apr 2022 · 20:25 UTC
This pixel art is immaculate. I do think some kind of game over screen with how long you lasted would be nice, but in any case wonderful job team.
CobGoblin
05. Apr 2022 · 20:26 UTC
Great pixels, great soundtrack! Fun take on arcade block placers.
LDJam user 264629
05. Apr 2022 · 20:28 UTC
When you die holding some blocks the blocks stay when you revive...? I don't think it's intentional since it feels like when I can't really pick those up but I am also unsure since the blocks you do place properly stay. But expected bugs aside, Overall I liked the art and sounds. If I had one complaint about the game it would be that I can't last longer than 10 seconds but maybe I just haven't gotten the hang of it yet. The game as a concept and as a whole is pretty good, nicely done!
AFlatThrasher
05. Apr 2022 · 20:52 UTC
Really fun game. Took me a few tries to get the hang of it and pick up what all was going on, but once I did it was a lot of fun. Challenging, but not so hard I felt like I couldn't do anything. Having the warnings of where the fireballs would hit was a VERY nice touch that made the game playable, would have been too tough without that. Okay, think I'm going to go play some more.
🎤 jhandsy
05. Apr 2022 · 21:39 UTC
@pwnzer Ah I thought I fixed that bug! Oh well. Yeah it's a little harder than it needs to be! It was a tough game to balance cause originally it was supposed to be multiplayer.

@cryptomnesic The hammer actually has a pretty big hitbox when you drop it, so you can break blocks and fireballs. Also you can repair the castle by picking it up and dropping it over and over again. I realize that its kind of odd to represent swinging a hammer by dropping it, but it felt like a cool design choice, haha.
LDJam user 262525
05. Apr 2022 · 21:46 UTC
It took a while to figure out what I was supposed to do, but once I understood I had a good time. It would be nice to have some score or something to keep track of how good you're doing. I don't know if it's something weird on my end but the music seemed to only play in the left channel? The sound effects played in both the left and right channel, but the music seemed to be stuck on the left.

Also, I did softlock the game a couple of times, when I spawned in a place where I couldn't move.
riley9
06. Apr 2022 · 06:46 UTC
cool puzzler, that always keeps you on your toes. the difficulty seems really well balanced! i didn't get bored or frustrated - quite the opposite actually - i wanted to survive as long as i could.
i would have loved a highscore-system, where you could see how well you did compared to your best run :)
LilianC
06. Apr 2022 · 22:46 UTC
Really nice art and music, gameplay is nice but it isn't very clear when does a run start and when does it end, sometimes it seems like you lost but the elements you placed before are still there, I'm not sure when is dying part of the run and does it reset the game
frosty
09. Apr 2022 · 22:14 UTC
Really polished pixel art and chip music. =) I like the frantic gameplay, but wish it would ramp up a little more gradually so I can build up a better defense -- even if I know it'll get vaporized eventually. =) Nice work!
Codexzier
10. Apr 2022 · 06:07 UTC
Cool idea with the mix of Tetris and defense. Great pixelart and fitting music :)
ZwodahS
10. Apr 2022 · 08:39 UTC
I find the hammer pointless, as repairing takes too long and it is much better to build more. Making it a single hit to repair to full might make the decision to build vs repair more interesting.

Congrats on the submission.
Raphiell
10. Apr 2022 · 16:48 UTC
Dope soundtrack and art, and the gameplay was fun too! Having a score would definitely have helped me play it a bit longer to try and beat my score. I liked that the pieces were tetris shaped, having to slot them into place definitely added some difficulty! It may be interesting if the player is told what the next shape they are gonna pull is, so they can plan where to put it!

Well done!
DrumGadget_433
10. Apr 2022 · 17:16 UTC
Thanks for great responses, everyone. :)

@zwodahs Yeah, it can be difficult to use effectively. The hammer originally healed the castle SO quickly, that you could entirely forgo building your defenses, lol. I think we ran out of time trying to balance the castle healing-rate for one player. We had planned on this being a multiplayer experience, so P2 might may been tasked with castle repairs and fireball-smashing duty. I'll keep that in mind if we make v2.0! Thanks for your feedback!

@raphiell Thank you!! Yes, a score would have been a nice addition for sure. We wanted to do something along the lines of having a point value that counted up and showed you "how many citizens you saved" at the end of your run. A "next up" block queue was also on our list of features we wanted to add. Ahh, time is always a challenge with LD! Thanks for the feedback :)
Slecornu
10. Apr 2022 · 18:09 UTC
This is a very nice entry! By far the best use of a grid based system I've experience in a long time!
caeonosphere
10. Apr 2022 · 21:00 UTC
Very cool take on the theme, and on the polyomino puzzle game. The bushes are a great mechanic to make the player think a little more, and to hurry up defeat without making things seem totally unfair. I do think it might have felt a little better to control if the player was locked to the same grid that the rest of the game is — always being between blocks gave it kind of a slidey feel to me.
DrumGadget_433
10. Apr 2022 · 22:02 UTC
@slecornu Thanks very much!!

@caeonosphere Glad you caught the bush detail! And that’s a good observation about the free character movement vs the grid placement. We may have to experiment with grid based movement! Thanks for the kind words and critique :)
Recher
10. Apr 2022 · 22:05 UTC
Beautiful pixel art. This is what pushed me to test your game. The retro sound is nice too.

I can confirm there is a visual bug. ![hammer_visual_bug.png](///raw/034/43/z/4dcd6.png). When you die as you are holding a tetris piece, it is still displayed on the screen, but do not count as real blocks.

We really need an explicit feedback at the end of a game :

- show some score (how long have we played).
- fix the bug and remove held blocks.
- completely clear the boards. It's really weird that we keep rocks and bushes of our previous game. It would mean our high score of the current game depends on the previous ones.

Currently, we sometimes don't event realize we started a new game. The knight is put back in the middle of the board and the castle is healed, that's all. It's really too bad because it removes the incentive to play "just one more time to see if I will do better". I'm sure I would have naturally played about ten more games if there was a clear separation between each game.

It's hard to guess if the tetris piece we are holding can be put on the ground or not. And when not, it's hard to guess which part is blocking. Very often, I was clicking at random until I found a place to put my piece. Maybe the red squares that shows where your piece will be could change color to indicate if there is free room or not.

Anyway, nice game. Thank you !
JOZGames
10. Apr 2022 · 22:09 UTC
Bem criativo, pena que fica repetitivo com o tempo...
LDJam user 250905
10. Apr 2022 · 22:34 UTC
Great game!!! I love the art for this one, and that's just the icing on the fantastic cake! :D
lbrande
11. Apr 2022 · 08:33 UTC
The art is really cool and I like the combination of tetris and tower-defense. I had trouble understanding how the orientation of the polyminos were determined.
japes
11. Apr 2022 · 19:15 UTC
Really cool old-school NES/arcade style fun. Great idea!

Seems simplistic at first but has some depth to it, i can see this being a game where if you spend enough time you can achieve real mastery. There are layers to it, when to repair, when to bulk up your defense, the tetris-style optimization of your layout, don't wall yourself in, keep an eye on the dragon!

And I only played for like a few minutes.

Graphics/sounds/theme match the old school mechanic nicely.

Some constructive criticisms:
- the instructions should be in the game itself, instead of in the description
- the outline of how your block will sit was hard to parse sometimes, for me. perhaps a clearer indication of which blocks it will fill up and which spaces are currently blocked would help
- probably not helpful to have rocks and bushes, there should just be 1 type. I spent a while trying to see what the difference between them was mechanic-wise and there doesn't seem to be any.
jordantanner
11. Apr 2022 · 23:29 UTC
This a great little game, you guys! Creative concept, great graphics, and audio was on point too. As others have pointed out, some feedback on how you did and clearing the board after deaths might be a nice touch. Also I did experience some performance issues. The longer a round lasted, the slower the game seemed to perform. Maybe there are some scripts running on every frame in the instantiated objects (rocks and bushes) that are causing some cpu lag? Not sure the cause. Regardless, this is a super solid entry that you guys should be proud of! Well done!!
Noiyy
12. Apr 2022 · 11:06 UTC
Really nice & interesting one! Great pixel-art & music. I found out that somehow the block graphics stay there, probably after you die? :sweat_smile: There's also lose screen/text missing, as it always just resets, and I'm not sure what exactly happened - a score and castle HP bar would be welcome. Perhaps even a preview, of blocks that you could get when you're near edge (pink rocks) and want to get some. Overall, really great job! :smile:
NeneChico
12. Apr 2022 · 16:38 UTC
Love the electric guitar and all music. I didn't found any score or you lose message, that's me most missing part IMHO
paulhocker
14. Apr 2022 · 01:33 UTC
this game was fun once i figured out what to do. i found the dropping mechanic to be a little difficult but not too make it fun. thanks for making the game.
Grizwhirl
14. Apr 2022 · 22:45 UTC
I would love to see how this turns out with different level patterns. Dropping could be more fluid, but really cool idea