Refinerator by Jimbly

Swap ore around to achieve maximum purity while digging ever deeper. Well, presumably your captain is digging you deeper into the depths, you're just working the REFINERATOR.
Controls: Use mouse or touch to drag ore around. No keyboard or gamepad support in this one, sorry.
Instructions/Tips if you can't figure out how to play from the (very brief) in-game help dialog:
* Ore can only be swapped with the 4 diagonals, never directly above
* See the in-game help (press the button, H, or F1)
* Your goal is to get all GOLD in the left column, and then press the Refinerator button (or press SPACE) to turn it into a bar. 12 bars and you win.
* You lose fuel / get penalty points if you ever refine something that is not pure GOLD, -1 point if it's all COAL/STONE, -2 points if you waste any GOLD. If you lose 25 points, it's game over. (Note: no points are lost if you haven't actually scored a pure gold yet - I put this in to help people learn by experimenting but I'm a little worried they'll learn the wrong lessons :laughing:)
* If you're getting stuck, pick a spot in the left column, pick a GOLD, and think about which ore needs to be in the path between them (e.g. a bunch of COAL if you need to move it up, a bunch of STONE to move it down), then get those in place, and only when the path is clear move the GOLD.
Links * HTML5(WebGL): dashingstrike.com/LudumDare/LD57/ * Source Code: Jimbly/LD57-refinerator
Screenshot

Development Notes
This game is inspired by the Distilling minigame in Puzzle Pirates, but adapted to be a bit more chill and thinky instead of action-y. My goal for this LD was to do something simple and not over-scope (so that I've got energy for the Dungeon Crawler Jam starting in a week!), and I think I succeeded. I had a chill time making a chill game =).
Tools Used * Custom Engine: GLOV.js * Mtn Dew * Trackerboy * BGB Gameboy Palette * Font: 04b03 * Aseprite
Also touchups/inspiration in: * Audacity * 1BITDRAGON * Photoshop
| HTML5 (web) | http://www.dashingstrike.com/LudumDare/LD57/?D=COMPO |
| Source Code | https://github.com/Jimbly/LD57-refinerator |
| Original URL | https://ldjam.com/events/ludum-dare/57/refinerator |
Ratings
| Overall | 73th | 3.727⭐ | 24🧑⚖️ |
| Fun | 101th | 3.523⭐ | 24🧑⚖️ |
| Innovation | 51th | 3.818⭐ | 24🧑⚖️ |
| Theme | 234th | 3.091⭐ | 24🧑⚖️ |
| Graphics | 107th | 3.682⭐ | 24🧑⚖️ |
| Audio | 81th | 3.568⭐ | 24🧑⚖️ |
| Humor | 206th | 2.31⭐ | 23🧑⚖️ |
| Mood | 175th | 3.262⭐ | 23🧑⚖️ |
| Given | 8🗳️ | 11🗨️ |
Once I read the instructions it was pretty fun, although a bit repetitive by the 12th match. I think it would have been cool to give a bonus if you also manage to make the top all gold, it could add an extra dimension of skill where the match area increases as it gets filled and you can build up bigger combos.
@airgameboys Glad you liked it! I guess I should have put in a tutorial, but I was trying to keep my scope super small this jam :laughing:
@kaliuresis Thanks for playing. Yeah, probably no real way to figure out the goal by trial and error, I guess I could have put some "gold" detailing around the refinerator button or something to telegraph that... The diagonal dots between the circles aren't just decoration, they show you all current possible swaps, any swap you did would have been between circles with those visible, but of course when you're dragging through a chain, only the first one is visible when you're planning, because the rest aren't valid swaps until the first swap is done. Bonus for the top being gold is an interesting thought.
I honestly don't have the willpower to get 12 full clears :D but it's a pretty solid puzzle game and it feels very finished. Also, that undo button is amazing and I wouldn't have gotten close to solving a board without it lol. Good job!
Taking a look at my high score list (which I didn't bother putting visibly in the game since it seemed like it'd pretty boring...), so far there's been 2 people with 12 full clears (presumably @lightningst and @kaliuresis), presumably you with 2, and 15 people who have not made a single full clear :sweat_smile:. Well, on the bright side, some of those who never got a full clear at least said the "liked it" above :laughing:...

I liked the simple palette, the music fit well with the style and gameplay.
Oh yeah I also recorded my mumbling attempt at figuring it out. https://www.youtube.com/watch?v=GDFIIjDIeU4
@local-minimum Yeah, remembering which swaps with which was tricky for me too (and, also, in the original game the swapping mechanics are borrowed from :laughing:). Not having a interaction rollover on the un-flippable tiles would have been really (obviously) smart - and actually it would have had a cool side effect that I wanted but couldn't figure out how to do, which is if you drag straight left (or even straight up), and there's only one path to swapping things, it could have been a little more forgiving/loose with the rules if it was only highlighting/considering orbs with valid swaps... _probably_ would let you just drag around a bit more and generally have the right thing happen ^_^.
Watching your video... yeah, the browser's not allowed to play sounds until you've clicked on something (usually why I have a title screen ^_^) - I should try to remember to just not show the mute button until after someone's clicked somewhere =). Nice that you managed to immediately guess the energy bar and output/score bar, I wasn't sure if that would be clear at all. And, as expected, basically impossible to guess that the goal is all white, glad you figured that out before too long though =). Thanks for recording and narrating the video (and trying "hard mode", though you figured out everything that's listed in the in-game help pretty quickly), was nice to see your thought process! Seems like you often forgot about the Undo button after making a mistake though :sweat_smile:. It looks like you maybe never made it to the logical leap that (almost) any configuration is recoverable - if you're in a situation where you want to get a white down and there's a black there, you've gotta kinda switch your mindset to first play the "get a mid-town down there" game (same logic, different colors, but now accomplishable), and then switch back to "get the white down there" =).

Since the game is randomly generated, I'd be curious if there's always a solution for every column, or if there are cases where you're forced to sacrifice a column. Is the generation fully random?
The art is really good, similar vibes (and color scheme) to your last game. Also, the 3x3 version in your logo is super cute.
It's randomly generated, but I ensure there's always at least 8 gold after any change to the board, so you can always fill a column with some to spare, and the others are pulled from basically a shuffled deck, so there should generally be an even number of each. I haven't proved it, but it seems like if you have a cluster of something like just 3 orbs that are currently swappable, you can use those as a seed to get anything else "un-stuck" by wiggling them over to it, so I don't *think* you ever have to sacrifice a column, unless you really go out of your way to get into a weird situation *and* get unlucky. About half-way through development, I started never closing the game without scoring a perfect column or two, even after a bunch of random swapping around, and it seemed like I always could, but it took a lot of play time to get my mind in that zone I guess =). It also gets pretty repetitive, so I'm not sure I actually recommend playing again for a perfect score :laughing:.
It's pretty cool how the different pieces created emergent interactions: coal likes to rise while stone likes to sink, but you need them to do the opposite to actually take advantage of their movement, so you have to make extra moves with the gold to "replenish" the moves you have available.
With more time, maybe you can think of a way to keep the moves from getting stuck and preventing the player from making moves. This happens a lot. Maybe this game "https://www.kongregate.com/games/aggrix/sworbs" will help you get some ideas. They look a bit similar. I saved the game to try to finish it later, because I think it's worth it.
Congratulations!

Apart from the pure mechanic side also great work on the visuals and the music! Maybe the gameboy style made me think this is some classic game mechanic :smile:
Really well executed. Took me a few tries to understand the strategy but it was smooth sailing from that point forward. Polish is exceptional, and despite it being simple, the art looks great. Deserves more attention!

Now, I'm going to try to get **PERFECT**.

Thanks again for the experience.
Excellent game!
As mentioned in the description, I can't take credit for the guts of the mechanic (the rock-paper-scissors swapping rules) as that's from a game in Puzzle Pirates, although there it was a high-speed timed thing and I'm really glad I massaged it into this more think-y form =).
Everyone else who played and commented recently, thanks for playing, I'm so happy to see other people getting into it and managing to (and feeling inclined to try to!) get a perfect score!