Forty Two by Diptoman
Forty Two is a puzzle game about uncovering the secrets of everything ancient, alien and technological. Control multiple particles to power up each pyramid's particle accelerator-powered technology and find out what's beneath! Each pyramid unlocks a new mechanic.
CONTROLS (in case it's not obvious):
Left Click to do/place things
Right Click to remove things
BASIC GAMEPLAY (this is all visually explained in-game when each mechanic is introduced, but in case you want to read more stuff):
> Goal of the game is to get a particle to the corresponding end point of each level, with no stray particles.
> Particles of the same color bounce off against each other.
> Particles of different colors neutralize each other and form a block other particles can bounce off against.
> Portals teleport particles to the other portals.
> Splitters split a particle into two, with directions shown.
> Shifters shift the color of a particle.
Made for Ludum Dare 36 (#LDJAM) by a team of 3:
Diptoman Mukherjee (Programming, design)
Pranjal Bisht (Art, design)
Joel Montpetit (Audio)
CONTROLS (in case it's not obvious):
Left Click to do/place things
Right Click to remove things
BASIC GAMEPLAY (this is all visually explained in-game when each mechanic is introduced, but in case you want to read more stuff):
> Goal of the game is to get a particle to the corresponding end point of each level, with no stray particles.
> Particles of the same color bounce off against each other.
> Particles of different colors neutralize each other and form a block other particles can bounce off against.
> Portals teleport particles to the other portals.
> Splitters split a particle into two, with directions shown.
> Shifters shift the color of a particle.
Made for Ludum Dare 36 (#LDJAM) by a team of 3:
Diptoman Mukherjee (Programming, design)
Pranjal Bisht (Art, design)
Joel Montpetit (Audio)
| Web | http://gamejolt.com/games/forty-two/184200 |
| Windows | http://gamejolt.com/games/forty-two/184200 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=25325 |
This is such an intricate puzzle game for such a short development time. And to have so many levels! Incredible.
I, very frustratingly, enjoyed this.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
But all round great puzzle game with refined mechanics, a very nice submission!
P.S. Simply pressing stop in web-build also gave me a crash on level 3 i think.
And thanks everyone for playing! :D
Nice interface, graphics, and music choice. I loved the vibe while playing. I think the scaling of difficulty could be more spaced out to get familiar with how the sphere moves and interact with one another. Overall really sweet game!
The design is nice. Great job!
Even without instructions, it's nice to discover the rules by yourself.
Great job !
Add to this the fact that it is difficult to remember them all and that the game needs the player to be concentrated..
However, there is a good music, the interface is very User-Friendly, you fit perfectly in the theme.
You seem to have worked a lot on the game, so continue like this, very good job ! Keep creating games !
The only things I would add are perhaps a little bit more narrative fluff to better tie it to the theme (though to be honest I can take of leave that :P) and maybe some hints as to what each of the tiles do (maybe even just by giving each puzzle a title that is a hint in itself?)
Anyway great job :)
Nice graphics and music as well.
Would have been nice if the blocks you had placed stood out more visually, sometimes I forgot which I had placed down, so I had to spam click many tiles to check if I could remove them.
What you could improve:
- visual indicator which pieces are fixed and which are my own pieces (removable)
- clearing piece selection (back to cursor only) if you right-click in empty space
- picking up removable puzzle-pieces to place them at a new position
- background-music was too repetitive for me
- theming (replacing the black background with neat visuals like an old temple door, pyramid room, rune stone)
Bugs I found:
- Pyramid 2 Level 3, one of the red balls jumped between the maze and the black background instead of following the route
@Darenn: By writing I'm assuming you mean the text I wrote in the game description. That may actually confused you more, because there's not exactly many mechanics to remember in the 3rd level. :p Most of these mechanics are introduced gradually. Thank you for playing though!
@Hammers: I really wanted to do that (like each puzzle a name as a hint/narrative) but didn't get time. We needed to have exactly 16 levels for the level selection screen and ending to work, and that took up time. :V Thanks for playing!
@suimisu: Thanks for the detailed feedback and kind words! About the teleport, it works always, just seems like that - because logically, if a particle teleports and hits a dead end, it bounces back in the opposite direction and teleports back to the original teleporter - giving the effect that it never teleported in teh first place. :S Your screen brightness may be a bit low however, because the background isn't black or static (there are things moving in the background, but it's very light to avoid distracting). Same with the visual indicator of pieces (and I agree, it could have been a much better indicator, but it's there).
Huh, this one felt pretty chaotic, yet with some effort, trial and error and some conventions in place I eventually managed to complete all levels. The mechanics were pretty well done, though sometimes the balls were getting stuck against each other, ending up in some weird loop or something (still, these were literally corner cases). ^^'
I'm not sure if I would be up to 42 puzzles like that, with all that chaos and trial and error (since I can't quite simulate in my head the entirety of the orbs movement), but for what it's worth, it's a pretty fine puzzle.
I think it's needless to say the audiovisuals were impressive as usual? (though the background felt a bit dark, and for a while I thought it's actually plain black)
@Kizler: There aren't 42 levels, just 16. The reasoning behind that naming is in the ending. :P
@Neonable: Thank you! ^.^ I added the move speed option because I found it incredibly helpful when testing. :D
@Alphish: "... the audiovisuals were impressive AS USUAL" *looks up profile* Oh, Alice. :P I honestly didn't expect people to be completing the game specifically during jam speed-runs. But yeah, if we hypothetically had 42 puzzles and the time to implement them, I'd assume we'd have actually planned out levels instead of levels born out of sleep deprivation. :D
@Ryusui: You can. Right click on a placed tile to delete it. ^^"
@Jupiter_Hadley: Great stuff, as usual. :D
Fun: This was quite fun overall! Some of the specific level designs could probably use some work so that the levels are a little bit more...how shall I say, "elegant"? A handful of levels required less pieces than were given as well. Puzzle design is super hard to do in a short timeframe though, so I won't fault you guys too hard for this. :) Also, having the playback speed modifier button was super helpful for the later levels!
Theme: A bit of a stretch, but the theming and music and everything made it clear what you guys were going for, at least!
Graphics: Simple but effective! My main gripe was that you should probably make a visual distinction between pieces that are player-placed and pieces that are fixed and part of the level, so that it's obvious which is which.
Audio: The background music was a little repetitive but not too distracting IMO. I feel like some additional sounds would have been nice, such as when a particle reaches a goal, or when two particles neutralize each other.
Humor: N/A
Mood: Pretty nice job with mood, actually, for a puzzle game. The menu page was actually very well done.
Overall: Great job with everything! I think this is my favorite entry that I've played so far this time around. Congratulations on designing a successful puzzle game in such a short timeframe, which is no small feat! And that last level was just the perfect amount of mind-boggling to top it all off. :) There are some faults but I'm pretty sure from reading your post-mortem that they were conscious tradeoffs to fit everything within the timeframe.
One other super minor tidbit of advice -- you might want to have a hint or skip level system for LD. For an actual game I don't think it's necessary at all, but LD raters often don't want to spend 10 minutes getting past a particular puzzle that has them stumped, so it's nice to give them a way to bypass it, specifically for the purposes of LD rating.
Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.
@Steven Miller: I've made a few puzzle games for jams and somehow it never occured to me to have a Skip button. That is a great suggestion, thanks! :D Glad you liked the game!
@DDRKirby(ISQ): Well, considering most of these levels were created at night in a sleep-deprived state, some of them being "not elegant" would be a very nice way to put it actually. We needed 16 levels to make the ending work, so *had* to make them (would have happily spent that time polishing other things otherwise - like the visual distinction you talked about)! Glad you had fun with the rest though!
We actually had SFX for different things happening in the game, but they usually happened so fast that it became a lot of noises overlapping and we decided to not use them. Maybe using them for more important events would have worked (like particles neutralizing each other).
The skipping mechanic, I will definitely be implementing the next time I do a puzzle game for a jam. =]
Thanks for the detailed comment!