Merge Barge by ashashza
| Link | https://ashashza.itch.io/merge-barge |
| Link | https://ashashza.itch.io/merge-barge |
| Original URL | https://ldjam.com/events/ludum-dare/53/merge-barge |
Ratings
| Overall | 272th | 3.87⭐ | 29🧑⚖️ |
| Fun | 256th | 3.796⭐ | 29🧑⚖️ |
| Innovation | 294th | 3.704⭐ | 29🧑⚖️ |
| Theme | 915th | 3.5⭐ | 29🧑⚖️ |
| Graphics | 252th | 4.185⭐ | 29🧑⚖️ |
| Mood | 450th | 3.685⭐ | 29🧑⚖️ |
| Given | 17🗳️ | 35🗨️ |

I really enjoyed playing it. It took me some time to understand it, but i eventually did.
I like the graphic and the overall feel of the game
you did a great job.
One small nitpick is that it is a little jarring and confusing at first when the game stops if the mouse hovers over a smog cloud. It would happen at random times as the smog went under my mouse, and for a split second I would think the game froze. Maybe you could just pause one time at the beginning to introduce the smog. This is a nitpick though. I really enjoyed the game.
@csimpson Yay, glad you enjoyed the strategy and liked the audio. The aim was to create a relaxing mood while your brain is puzzling.
Great point on the hovering over clouds being jarring. I thought I was being smart by giving them a time-slow tooltip but as you pointed out it's probably more confusing than helpful. Thanks for the feedback.
@nuin Thanks for the kind words!
I would have liked a clearer indication of what you're placing down. A couple of times, I accidentally put down a smog collector when I thought it was a crate, because I wasn't paying attention to the line-up at the bottom. Having a transparent version of the thing you're placing on your mouse cursor rather than just a generic block would have avoided that (or at least having the one you're placing in the line-up be normal size, and the others smaller?).
Also, as a side note, there were tooltips for the initial starting stuff, but not for the bigger crates, so it wasn't immediately obvious to me how many of the crates I needed to combine (e.g. I first thought that a 2 and a 1 would combine into a 3).
I couldn't finish the third mission, because I kept getting no-win scenarios (granted, I didn't do everything perfectly). The randomization (?) screwed me over a couple of times, unfortunately.
Overall, a pretty great game. It's fun and polished. Well done!
I didn't understand at first what are the boxes for because the information was a little bit tucked away in the corner. I think the fuel info can be moved to a corner, add some barrels or colours so it's noticeable still. Then the object info can be center. Or vice versa.
Also the boxes are quite detached from the game, I barely used the 3 rows even, so the boxes doesn't even need to be there, except to provide less fan. Maybe you clear out boxes at level 3 or 4, otherwise the more boxes you have, the more fuel you waste each turn? That would add some consequences to the boxes.
Nice work though!
For me the difficulty shifted a bit throughout the missions. The first one is an easy introduction for the smoke stacks, but I didn't really get what the boxes are for. Only later I realized that they are just there to be managed and I struggeled a bit, while fuel was not so much of an issue, except for the beginning of the missions :thinking:
Very nicely done!
Excellent suggestion on "see what you're about to place". It's something we wanted to do but didn't find time for.
I'm thrilled you had enough fun to play until the 3rd mission. I think it is winnable but it's tough as nails.
Thanks again for such thoughtful feedback and taking the time to write it up.
@hoeleboele Thanks! Good to hear it was intuitive enough to figure out on your 2nd go.
@cole-hutson Hells yeah, so good to hear that you enjoy this type of game and that our little jam hit the right notes for you.
@rjdrag Tx, that's a good insight. The crates do play a larger role in the later missions, where if you don't pack 'em neatly you'll run out of space. But agreed that it would be nice to make the feel more central earlier on.
@skitefall Hey, that's a real interesting idea with the boxes... making them influence fuel usage. Agreed with your points on the UI layout, we didn't find time to address those. Thanks for writing up your comment!
@archaeognathus Aw yeah! "calming music and puzzle away" was just the kind of vibe we were aiming for... so good to hear it hit those marks for you. Thanks for sharing that.
Good insight on the difficulty. When balancing (I'm very amateur at it) I tried to have fuel build some kind of tension and then release... something like "oh I need to focus on fuel now" and a few moves later "oh dang, I need to manage boxes better". It sounds like I partially managed that but wasn't quite as rewarding for you as I'd hope. Anyway, great feedback, thx!
@harami “plants vs zombies” + “2048” + “raft”... not only is that flattering and insightful... but you clearly have great taste :wink: Thanks for sharing.
Nice graphics and ambience !
@smeljey Yay, glad to hear it felt relaxing for you. Relaxing puzzle games are a personal favourite, so hearing it felt that was for you is great :smile:
@z0rg Thanks for the kind words. You know ... now that you mention 2048, it might be interesting to have a level / mode where you slide the boxes around and try smash / merge them into each other. Maybe that's a stormy level :wink:
Level of polish is such that you don't even notice the sounds/art/animations, which is a good thing. Everything just feels right. (A nice satisfying "squish" or "clunk" sound on merge would be cool though!)
I found the rules quite intuitive to pick up, took me about 2 rounds to grasp it. I've played an unhealthy amount of Triple Town in the past, so I found this a bit easy. One could probably scale the difficulty quite easily though, by adjusting the relative frequency of crates to smoke stacks, being more brutal with fuel, etc.
Agree with comments saying that the clouds freezing on mouseover (mouseunder?) was a bit distracting, and that it would be cool if the sea scrolled as well so that it felt like the barge was moving.
Unfortunately I didn't finish it, I ran into a bug on the 3rd level where things wouldn't merge anymore? And I could place things on top of occupied spaces?
All in all a cool idea and well executed, and lots of room to tweak/extend. Well done :)
I thought the merge-to-harvest was a fun mechanic for the smoke collectors, it was a great way to get me to try managing my space efficiently. I was confused at first about what the boxes were for, but I figure their point was to get me to manage them so they wouldn't clog up too much space? I wish their purpose would've been told through the textbox like the collectors and lanes but I think it was clever nonetheless.
I did stumble upon this weird bug (In the downloadable windows version) where the game would just... stop? I could still place and merge elements but the turns would not progress and smoke clouds would not spawn. While I messed around in this state I also managed to stack two smoke collectors on top of each other and put a smoke collector inside of another. Here's a screenshot, if that helps:

Either way, that did not ruin my experience (don't worry :stuck_out_tongue_winking_eye:), I just couldn't complete the final mission as it also happened the second time I tried to play it. Artwork was cute and audio was soothing. I liked the concept and think it can built upon. Nice work! :thumbsup:
@japes Aw thanks, that's great feedback. Yeah, good insight on the difficulty scaling, there's a few levels to pull. Oh no, sorry you bumped into that bug! I saw it once during the jam and wasn't able to squash it. Thanks again.
@virtualman52 Hey, merge-to-harvest is a good way to put it. Initially we had the collectors auto-collect fuel but it just felt sooo much better once we changed to merge-to-harvest. Good point, we could have info for the boxes too to help give players context.
Oh no, I'm sorry you bumped into that bug too. I _think_ it's happening when folks play quickly and make a move before a previous animation is complete. Thanks for posting the image and sorry it wrecked your run.
Again, thanks for the useful input and taking the time to write it up. :heart:
It takes a bit to grasp but it's understandable that in a jam game you can't expect the same kind of hand-holding that a proper game would have for the first time you play. I have the same issue when I make jam games, especially puzzles, that it's hard to make it easy for people to pick up, you barely have time to finish making the game as is!
Overall I'm pretty impressed with how smooth the experience is, the polish isn't the easiest thing to prioritize in a jam, but this was very well-rounded! :smile:
I think the only things missing is some more sound effects when things merge and when you place them, and I think highlighting the next block more would also help. I sometimes got them mixed up trying to think a few moves ahead and not concentrating!

It took a while but I managed to crack the formula!
It makes so much more sense now lol
The biggest thing I was missing was the row of items at the bottom. I figured it was RANDOMLY spawned but its not. you have a heads up!
It was great fun.
The music, the clouds, everything is really well made.
Nice job! :)
The visuals were very pleasant too, clear yet pretty. The clouds slowing down massively on mouse hover (?) was a bit confusing (I thought it is some intentional bullet time effect to show them being collected, but it didn't consistently happen around my collectors), but it wasn't too distracting.