Magic Map of Adria by Shiiro 10psi
Play with your mouse. Click tiles next to the empty space to slide them into the empty space. Aim to get your travel time below the deadline of 150 days with the lowest amount of gold spent.
| Link | https://shiiro10psi.itch.io/magic-map-of-adria |
| Link | https://shiiro10psi.itch.io/magic-map-of-adria |
| Original URL | https://ldjam.com/events/ludum-dare/53/magic-map-of-adria |
Ratings
| Overall | 577th | 3.583⭐ | 26🧑⚖️ |
| Fun | 525th | 3.5⭐ | 26🧑⚖️ |
| Innovation | 348th | 3.625⭐ | 26🧑⚖️ |
| Theme | 452th | 4.042⭐ | 26🧑⚖️ |
| Humor | 838th | 2.682⭐ | 24🧑⚖️ |
| Mood | 750th | 3.348⭐ | 25🧑⚖️ |
| Given | 27🗳️ | 44🗨️ |
EDIT: I've checked and it's definitely working on my desktop and my laptop. It isn't working on mobile when the other game definitely used to.
With better graphics, a tutorial, and perhaps some roguelike mechanics to enable puzzle generation, I could see this game doing really well on the casual games market or on mobile platforms. Don't give up on this idea! Hit me up on Twitter if you'd like some help. @FrabjousStudios.
Well done! Keep being awesome! 😁
Tried to maximize the profits, it turns out that the game is extremely generous with how many days the game allocates to us for the itinerary; only the levels that you can't cross with modifications are required to reach the destination in time. Too bad that, for an optimization game like that, you can't keep your last itinerary and you have to redo everything when you click on one of the segment of the itinerary.
It was really fun, even if it's such a simple game, I like the almost zachtronics-like take on a classic puzzle-toy, and the packaging/context/narrative design of these taquins! Good job and really nice layering.
It's quite polished, I really like that there's a global goal on gold / time, and that the level selection menu looks like an accounting document, overall the aesthetics felt quite consistent.
Also I liked that there were two things to actually optimize, which probably gives some replayability. Actually, I only ran once through the levels optimizing for time as much as I could, and ended the game with a lot of available money, so I guess the 1000g boundary could be moved down a bit to force people like me to save some of their gold!
In terms of innovation, well the tile sliding mechanic is not new but using it for the path optimization was a good idea that felt quite new to me!
Thanks a lot for the experience! and congrats on the final product, it's quite cool! :)
The lack of a proper end screen is one little thing I didn't like. Great game overall though!
