Heroic Sex Bazooka by tsjost
You are stuck in some weird place with a lot of boulders and hamburgers! Can you figure out how to escape?
Move around with arrow keys or WASD (and whatever it is on crazy azerty layouts etc)! You should be able to figure the rest out by playing!
/!\ WARNING /!\
The hitboxes are absolutely insane (that's Crafty.js for you), so move carefully or you'll keep pushing boulders around unintentionally. I'm trying to figure out if this is fixable.
/!\ NOTICE /!\
I have made a post-LD version with tile-based movement!
Pushing boulders is much less annoying now!
Find it here: https://gamedev.ninja/ld35/ (or in the link list below)
---------------------------------------------
After spending 1½ days on the game and absolutely sure I would be able to turn it into a puzzle game somehow, I realised that I had forgotten any puzzle elements in the game design. With a few hours left I made the boulders pushable, and created doors that are toggleable by the buttons -- which were previously used to simply blow up the static boulders.
Please do try out the amazing level editor (scroll down in the embedded frame or on the Web link for instructions) which took most of the time and code to make! You can save the level and share its unique ID here, so other people can play your levels!
Move around with arrow keys or WASD (and whatever it is on crazy azerty layouts etc)! You should be able to figure the rest out by playing!
/!\ WARNING /!\
The hitboxes are absolutely insane (that's Crafty.js for you), so move carefully or you'll keep pushing boulders around unintentionally. I'm trying to figure out if this is fixable.
/!\ NOTICE /!\
I have made a post-LD version with tile-based movement!
Pushing boulders is much less annoying now!
Find it here: https://gamedev.ninja/ld35/ (or in the link list below)
---------------------------------------------
After spending 1½ days on the game and absolutely sure I would be able to turn it into a puzzle game somehow, I realised that I had forgotten any puzzle elements in the game design. With a few hours left I made the boulders pushable, and created doors that are toggleable by the buttons -- which were previously used to simply blow up the static boulders.
Please do try out the amazing level editor (scroll down in the embedded frame or on the Web link for instructions) which took most of the time and code to make! You can save the level and share its unique ID here, so other people can play your levels!
| Web HTML5 | https://gamedev.ninja/ld35_compo/ |
| Web (post-LD, fixed collisions, WIP) | https://gamedev.ninja/ld35/ |
| Source | https://gamedev.ninja/ld35_compo/main.js |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=19130 |
Ratings
| Coolness | 22% | 2028 |
| Overall | 3.37 | 322 |
| Audio | 3.05 | 307 |
| Fun | 3.29 | 357 |
| Graphics | 2.71 | 627 |
| Humor | 3.55 | 70 |
| Innovation | 2.59 | 767 |
| Mood | 2.88 | 504 |
| Theme | 3.07 | 649 |
Sure that the URL is https://gamedev.ninja/ld35/?
I think the game would have also benefited from making the burgers wear off with movement rather than with time. It makes more sense thematically, and it'd allow for tighter, more intellectually challenging puzzles, rather than the current battle with the game's movement system not to push the rock too far or not far enough before the timer runs out.
The level editor is a nice touch but with the mechanics as they are the platform's not really suited for a lot of good levels.
I know you changed the mechanics at the last minute, but if you work on this some more I think locking player movement to a grid would make it a lot less frustrating. The stressful Sokoban idea is decent but I feel it needs crisp controls.
Cool idea for level-sharing!
Agree with other comments about movement (pushing things around by mistake more than I felt comfy with) and burger (time) but somehow I think both are linked together.
If burgers were on move based, then I'd have time to properly care about movement, and not push things around by mistake.
As it is now, frustration over these kinda bulldozed the fun from the puzzles.
I'll try these things out and make a post-LD version!
Other than that, a simple, somewhat challenging puzzle / quick movement game. Sometimes the boulder pushing felt too sensitive.
Oh, I relaize having the exact length is important to gameplay but I'm really sick of that burger sound now.
Great job, Om nom nom nom.
Also, I encountered a weird bug in level 10 that caused the hamburger song to play infinitely.
Speaking of level 10, the first burger doesn't really have a point in level 10, does it? You can just start the stone at the second burger and do the level that way.
It was fun enough for a little bit, but when the puzzles started to depend more on timing than logical thinking the awkward movement system that everyone's complaining about really got in the way.
Funny enough, I loved the saying-things-into-a-mic audio style. Gotta be the laziest way to do it, really, but it was funny. I guess I wouldn't think it's so funny if it were more common, but whatever.
Connection to the theme seems a bit weak, but when I stop and think about it I guess "thin guy to fat guy" fits well enough.
The post compo movement is much better to control, however it doesn't look as good as compo. Not sure how to fix that - maybe a little smear or super fast lerping?
The idea that you can slim down after a song ends is really funny.
And I really like the audio on this game. nom nom nom nom...
Most games of this type just let you move the rocks, but not pull them, so if you push it against a wall that you can't pull it away from, you get stuck. Here, you can get stuck that way, or by running out of hamburger time. I don't know that that extra challenge was needed, but it did make things different.
Great sounds! Occasionally, a sound got in loop. The hitboxes are insane, indeed. Quick movement is very risky yet needed to pass the levels. I like how the fat-shape time equals the nomnom, makes it possible to predict how much time is left. The doors seem to move you when they close if you're not centered enough, so you lose precious time because you have to move a more. The level editor is really cool and works well. I'm not quite sure how to play the levels using the ID, though. Here's some useless test: 7049ae9b-d470-4a5e-9c90-13c3a8dcd508 (sorry)
Great idea and ther were quite a few levels as well! Challeging as well.
I think the hitbox problem could be fixed by making movement grid fixed, that's normally how 'push the rock' type games handle it.