Coder by RealyUniqueName
**Complete story mode (11 levels) to get "Hardcore coder" Ludum Dare badge! (postcompo version, badge will be given in 24 hours)**
**Do not match colors, fill the lines as in tetris**
"Coder" is abstract explanation of programmers job.
The sense of the game is to refactor your project to keep it minimalistic.
It's like tetris reverted. Move bottom blocks to make falling figures fill lines. Blocks in the bottom - your project, figures - features you need to implement.
Use arrow keys to refactor project, hit SPACE to drop feature.
HINT: If you're near the deadline just drop all features (hold space)
Tools:
Language: Haxe 2.10
Libs: NME 3.5.5, Actuate 1.61, StablexUI
Graphics: Gimp
Audio: Aduacity
How to build:
You can build to any platform available for NME, but sounds provided only in mp3 for flash target (other targets will be muted)
I'm using Haxe 2.10 in Ubutnu, but Haxe 3 should be fine.
NME: http://nme.io
Actuate: $ haxelib install actuate
Latest version of StablexUI is available here: https://github.com/RealyUniqueName/StablexUI
After tools are set, run:
$ nme build flash
**Do not match colors, fill the lines as in tetris**
"Coder" is abstract explanation of programmers job.
The sense of the game is to refactor your project to keep it minimalistic.
It's like tetris reverted. Move bottom blocks to make falling figures fill lines. Blocks in the bottom - your project, figures - features you need to implement.
Use arrow keys to refactor project, hit SPACE to drop feature.
HINT: If you're near the deadline just drop all features (hold space)
Tools:
Language: Haxe 2.10
Libs: NME 3.5.5, Actuate 1.61, StablexUI
Graphics: Gimp
Audio: Aduacity
How to build:
You can build to any platform available for NME, but sounds provided only in mp3 for flash target (other targets will be muted)
I'm using Haxe 2.10 in Ubutnu, but Haxe 3 should be fine.
NME: http://nme.io
Actuate: $ haxelib install actuate
Latest version of StablexUI is available here: https://github.com/RealyUniqueName/StablexUI
After tools are set, run:
$ nme build flash
| Flash (Compo) | http://www.kongregate.com/games/RealyUniqueName/coder-programmers-job |
| Flash (Balance + Leaderboards + LD Badge) | http://www.newgrounds.com/portal/view/616444 |
| Html5 (Compo) | http://stablex.ru/ld26/html5/ |
| Source | https://github.com/RealyUniqueName/LD26-Coder |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20479 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.52 | 231 |
| Audio | 3.26 | 221 |
| Fun | 3.40 | 217 |
| Graphics | 3.24 | 416 |
| Humor | 3.53 | 76 |
| Innovation | 3.62 | 197 |
| Mood | 3.19 | 309 |
| Theme | 3.00 | 1022 |
I like the concept a lot, might want to start off with smaller levels/slower speed.
Great job overall!
just wanted to drop by to say that I thought the image, from the preview, looked like a penis. Cheers!
Never thought my finger can look like a penis. I'll keep screenshot as is, maybe it encourage more people to try my game :)
Both modes were quite hard but a very fun and interesting twist on an old (but still awesome) game idea!
The game was actually very fun. Here is one complaint though: on later levels the line disappearing effect was in way sometimes.
Cool idea and the game is well polished.
And the background story is funny and adds someting to the game.
I'm not sure if there would be a copyright issue with tetris, but I whink this would be a great game for tablet or phone. But then it would have to respond to touch (you move the layer where your finger is).
And then you could add maybe some more faces of the boss where he gets angries all the time.
On slow speeds the game is too easy as there is enough time to move every row optimally (this is partly true for Tetris as well), but when the speed rises above a certain, not that high, level, planning flies out of the window and a frantic disaster of a defeat ensues.
This is because to succeed in refactoring one would have to utilize the core mechanic which, in theory, offers limitless reconstruction of the current terrain, to a high degree.
Attemts at this are foiled by the keyboard controls which add another layer of complexity to the game.
You'll have to think about the incoming block, the current situation and the current position of the selection, in a too small of a time frame. This is made worse by the fact that every new block spawns into a random position with no indicator of said position.
So, there are too many variables to think about when time is nigh and one of them is even based on luck.
In the original Tetris one only needs to think about the next tile and to which positions it fits on the relatively slowly changing terrain.
This data can be attained with a swift glance and maintained vigilance over the terrain and speed, allowing for a more flexible difficulty curve and thus a more enjoyable experience for me.
To combat the issue raised by keyboard controls try the mouse. Dragging and dropping a row would work especially well on a touch screen, but it would significantly boost the speed at which a player can react on a mouse as well.
Gamemodes based on maximal refactoring, rather than block usage, timelimit or increased speed, would also help.
However, i like the core mechanic and i'm trying to adopt it for mobile platforms and to fix complexity issues )
T'is a bold man who uses vocals, but I think it paid off!