Sir Blocksalot by jhandsy
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!


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
| Link | https://rumblepack.itch.io/sir-blocksalot |
| Original URL | https://ldjam.com/events/ludum-dare/50/sir-blockalot |
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🗨️ |
@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.
Also, I did softlock the game a couple of times, when I spawned in a place where I couldn't move.
i would have loved a highscore-system, where you could see how well you did compared to your best run :)
Congrats on the submission.
Well done!
@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 :)
@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 :)
I can confirm there is a visual bug. . 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 !
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.