Kvetch-A-Sketch by mooncalf
In a forward thinking move in 1983, Kvecth-A-Sketch obtained all mobile display patents and destroyed all potential competition.
Enter this reality and enjoy Kvetch-A-Sketch Turbo's flagship game!
Space to shake the screen.
WASD or arrows to draw a line.
Andy Gainey : game programming, shaders, game design : experilous.com
Luke Schroder : art, game design, sound fx
Kevin Smith : game design, game programming
Peter Jones : title track
Nathan Walker : game design, game programming, animation, ux/ui design, shaders : mooncalfgames.com
Patch 8/31 : fixed inconsistent physics, level loading no longer breaks
Enter this reality and enjoy Kvetch-A-Sketch Turbo's flagship game!
Space to shake the screen.
WASD or arrows to draw a line.
Andy Gainey : game programming, shaders, game design : experilous.com
Luke Schroder : art, game design, sound fx
Kevin Smith : game design, game programming
Peter Jones : title track
Nathan Walker : game design, game programming, animation, ux/ui design, shaders : mooncalfgames.com
Patch 8/31 : fixed inconsistent physics, level loading no longer breaks
| Web | http://mooncalfgames.com/kvetchasketch/LD36_fixed/index.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=56703 |
The especially bouncy diagonal level was tough - making it easier to draw lines at odd angles could be a useful feature, though I'm not sure what the best approach for that is with WASD conttrols. Solid work!
Great game!
I would've liked if the "cursor" moved a bit faster though, on some of the puzzles it was really tedious just navigating to the right spot.
My only gripe is that some of the hazards I felt should have looked more etch a sketchy. They seemed a little bit too cloud like rather than line like.
Great work!
The force effect was clear from looking at it, and after a my first encounter with the disintegration and no-draw-zone it made sense of what they did. Good communications there.
The elements and controls were good. I ended at the gray/no-draw-zone cross level.
Sometimes the physics seemed to vary from one ball re-spawn to another. Some times I had to erase/shake more than once to get the ball to follow its original trajectory for a level (happened on the cross level).
I am impressed! Great visuals, good puzzling, creative mechanics. Nicely done!