AM4LGAM8 by Alis
A game made in 48 hours Game Jam using Rust+Bevy. The theme was "Limited Space".
AM4LGAM8 is a simple Puzzle-game, and a tribute to 2048 (hence the numbers in the name). The goal is to score as many points as possible by exploding tiles using bombs. As you have very limited space, you can combine tiles so that they take up less space. Combining bombs together will explode the tiles and add their value to your score. As you progress in your run, walls will start appearing, further reducing your already limited space, until you eventually lose.
The game ends when you have no more possible moves.

| Web | https://opinon.itch.io/am4lgam8-ludum-dare-54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/am4lgam8 |
Ratings
| Overall | 197th | 3.5⭐ | 23🧑⚖️ |
| Fun | 195th | 3.432⭐ | 24🧑⚖️ |
| Innovation | 245th | 3.182⭐ | 24🧑⚖️ |
| Theme | 81th | 4.087⭐ | 25🧑⚖️ |
| Graphics | 152th | 3.63⭐ | 25🧑⚖️ |
| Humor | 270th | 1.881⭐ | 23🧑⚖️ |
| Mood | 284th | 2.848⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 17🗨️ |
Regarding bugs: yeah, i've had a few playtests with friends & colleagues and figured out there are bugs. I know how to solve them but I don't think a "bugfix release" is allowed by LD rules. So no luck :/
Hope that didn't spoil the fun though !
The animations are smooth, making the game feel great to play.
Additionally, I really like the unified color pixel art style graphics.
Got a 157 on my first try, wonder if that's any good
@frogman Indeed, 8 is the limit. I'll mention that in the itch.io page, thanks. Two reasons :
* If I allow to stack more then the game becomes a pure copy of 2048 (with different controls and a "bomb" feature), and I don't want that to be the case.
* More than 8 wouldn't fit in the 16x16 sprite... A coincidence, yes indeed.
Regarding highscores (do keep your score coming in the comments !) one of my colleagues did 227, that's the current "world record" I know of. My personal best is 189, and I've seen other colleagues and friends score up to 140. I'd say a great highscore would be around 200. It really depends on your luck, as each of your move has a 5% chance of spawning a wall.
Regarding bugs, I know of a few :
* A tile can spawn in the spot where you just moved a tile, eventually causing a crash in the long run
* Pushing one tile into two other tiles that can merge will make the 3 tiles merge in one. That's of course not supposed to be the case, the expected behaviour is that the tile you wanted to move gets moved, and the two other tiles gets merged.
Sadly, the game is released for the compo and so I don't think I'm allowed to fix the bugs(even if I know how to and could do that with a few more hours work). I think it's part of the game jam concept (time is limited) - I really should have paid more attention and spent more time on unit-testing.
What I can do though, is make a second release for the "extra" jam (I don't know if that's allowed ?). On the list of things I'd want :
* A nice retro-style music
* Sounds effects
* Bugfixes (Really, they are extremely frustrating to me)
* Animated particles "+1" "+2" that communicates effectively how many points you're scoring when exploding stuff
* Color shifts or subtle camera shakes when exploding or merging things to help make the game feel more polished
* A title screen that doesn't immediately make me want to click play so I don't have to endure seeing it for one more second. I just don't like the work I did on the UI overall.
* It may sound silly, but getting rid of the 5% chance of a wall spawning. The mechanic feels very unfair. If I had "brick" tiles instead, that when merged together would form a wall, then the game would be more about managing your space and avoiding bricks collision. It would both feel more fair, and fit the theme better.
If there is enough people expressing that in the comments and it is allowed, I'll definitely consider doing a second "refined" release for the "extra" jam.
Good stuff. Luckily I didn't encounter any of the bugs others were mentioning and managed to get a decent score. It was fun playing this and I found the art style quite neat. Very nice work!
I just pushed the new version to itch.io which fixes all the bugs that have been reported in the comments.
No new features allowed though, so the game will stay soundless.
Very pleasant gameplay, the bombs are satisfying because they can save you in tense situations. It would have been awesome to have some music, sound effects and also some feedback when hovering the tiles.
I was surprised when the board started to shrink but it happened at the perfect time as I was becoming too confident that the game was easy.
Good job!
In some ways it felt like combining numbers wasn't that important? Since the scoring is linear (a 1-block gets you 1 point, an 8-block gets you 8 points) combining the blocks you get doesn't make them worth more points, it just potentially decreases the number of bombs you need to clear them. It might be interesting if the values of higher blocks scaled more, so clearing an 8-block would be worth more than clearing two 4-blocks.
Overall a well-put-together, fun experience, though. Good work!
I think making the scaling non-linear is an idea, another one that I didnt have time to implement would be to spawn brick tiles instead of walls, that when colliding form a wall, which would put the focus as much on the space management (which is the actual value of merging tiles) as on the actual scoring.
My mistake here is I didn't sit down and do the maths, i think. Lessons learned !
@kilthorne Sorry I'm out of the loop, what is the Playdate ?

I really like the added bomb mechanic on top of the basic 2048 gameplay. It makes you face interesting risk/reward decisions. I get that the new wall tiles is here to fit the theme and prevent the game to go infinite, and I appreciate that, but it sometimes felt a bit frustrating.
Thanks for the game and good job ✨

nice game, love the graphics