Necromatcher by wilsk
Note: the LD embedding seems a bit broken, play it on itch.io
A puzzle match 3 game where you have to summon creatures to harvest the souls of the villagers of Pleasant Valley, who sorta deserve it, right?
Made with bevy, and a tiny dash of jsfxr and aseprite.
| Link | https://github.com/will-hart/ld55-necromatcher |
| itch | https://wilsk.itch.io/necromatcher |
| Original URL | https://ldjam.com/events/ludum-dare/55/necromatcher |
Ratings
| Overall | 165th | 3.54⭐ | 27🧑⚖️ |
| Fun | 167th | 3.44⭐ | 27🧑⚖️ |
| Innovation | 144th | 3.44⭐ | 27🧑⚖️ |
| Theme | 223th | 3.4⭐ | 27🧑⚖️ |
| Graphics | 247th | 3.1⭐ | 27🧑⚖️ |
| Humor | 134th | 3.104⭐ | 26🧑⚖️ |
| Mood | 233th | 3.083⭐ | 26🧑⚖️ |
| Given | 40🗳️ | 33🗨️ |
The Itch.io link says "404 error" and when I look at your itch page, I don't see the game listed.
I tried the embedded game, but not all the buttons seem to work. R to restart doesn't work, for instance.
Seems like fun! I hope you get it sorted so I can come back and give it a proper try!
Re the keys like reset not working, I've tested the itch build in Chrome, Opera and Firefox on Windows and can't replicate. It may be an issue with the LD website, but I'm not sure!
@domenixius thanks for the feedback - I experimented with different highlighting but it got a bit messy visually... It probably would have to add some more hints and/or added something in a tutorial level.
Maybe I'm dumb but I think level 2 was the hardest of them all - maybe I missed something? But I found myself having to snake precisely around so I collected the right three, then the guy in the middle, then the dogs at the bottom. Very satisfying when I worked it out though :) The rest of the levels felt like a victory lap.
I get the impression these levels were very carefully designed, so excellent work there.
I got stuck on level 2 for a while until I understood the rules, but when I did I appreciated how clever the idea is. Great job!
It's subtle, but I really like that you can move in 8 directions, while the matching only works vertically and horizontally. How many times did I clear 3 tiles when trying to get to red ones? Nice design. It's simple, but it added some nice complexity to the gameplay.
Level 2 should probably have been a later level. It was the most challenging next to level 5. The puzzles hit the sweet spot for jam games. I used the "r" key a lot, but I managed to get through them all.
The music is adorable. I don't think it fits the game though, since it's pretty cheerful.
Loved the text accompanying each level. Pretty funny. It really adds a lot to the experience. A little smile while I'm scratching my head on the puzzles.
Pedantic note: The tutorial reads "see bottom right" when the available souls are on the left :P
Very tight puzzle, great job on the level design too!
Level 2 is the one I spent the longest at, because I assumed surely I couldn't place things diagonally.
@pe7e hmmmm, strange. What browser are you on? Are there any errors in the developer console?
the assets for all of them are also quite cool, having s and rmb as options for changing summoned creatures is good.
I am so bad in puzzles, I think I am already minutes stuck on level 2
Did you design your puzzles from complete solution backwards or from starting point to solution?
Still, would love to see more of this! Very fun mechanics, even if they were a bit confusing at first
@dinoraz and @denvil thanks for the feedback - definitely fair. Funnily enough I made level 2 first, so I think by the time it was ready for submission I was just doing it without thinking how hard it might be.
The levels were made progressively in sort a trial and error way. I'd layout a pattern of obstacles and red creatures I liked the look of, tried to make starting positions that matched the story, then either add / remove available summons or the ones on the grid at the start until I was happy.
I did sort of set it up for procedural generation - the level stores a random seed that is used for any RNG - but it never even got close to being in scope. One of the planned features was to have random side effects when you capture pieces (sorta random, because every time you played the level it would use the same random seed), but I wasn't happy with my implementation of this and it fell out of scope also.
There was a nice breakthrough moment for me in level 2 when I got it and it all clicked, I enjoy that moment in puzzle games tremendously, and I liked that I also had that here. The art style with the cathode ray-esque graphics looks really neat as well, I think it lends itself well to this sort of puzzle game. All in all very good puzzle game, great job on that!
@niterich thanks - this is probably a good lesson to leave some time for others to playtest before submitting :grinning: