Tune Locks by Phased

[raw]
made by Phased for LD26 (COMPO)
IF the music is to distracting you are able to mute the background music, If you go into options, just press the music button, and it should immediately stop. Press again and it will restart.

Use O and P to change levels, some later on levels are easier then previous levels, had to push out more levels before uploading!

Controlls:
A, D and Space for jetpack.
OR
Left Arrow, and Right arrow, with Up arrow as jetpack

When in game, Escape will take you back to the main menu
O will be the previous level
P will be the next level
Enter will reset the level

The game will save after every level load, so If you want to play later and continue off from where you left it, you can!

The music can be turned off in options, but not the SFX.

The game begins at a very easy level, designed to teach you, so if you want to learn it as you go, do not read how to play!

Made in Java with LWJGL, not sure if Linux or Mac version works, let me know :) The mac and Linux files are bigger in-case they don't work, there's a second way to launch it.

How to Play!

Each purple tile has a tune to it, and so does every door (brown tile).

You must find the same tune purple tile as the door.

More difficult levels may have 2 tune tiles, BUT you only need to press one of them.

The tunes are randomly set to a purple tile each reload of the same level (but the purple tiles stay in the same place) but is coded to make sure the Tune Tile and the Door Tile have the exact same tune, the Key tune will not be generated on the non key Tune Tiles.

The door is only unlocked once the Tune is pressed, and if the door hears a different Tune, it will be immediately locked.

Ratings

Coolness 87% 2
Overall 2.79 954
Audio 2.89 439
Fun 2.60 908
Graphics 2.11 1210
Humor 1.94 778
Innovation 3.38 359
Mood 2.42 990
Theme 2.83 1135

Feedback

FuzzyWuzzie
29. Apr 2013 · 04:26 UTC
Cool concept! Though I must say, it was rather difficult for me to pick out the notes properly!
Rose
29. Apr 2013 · 04:32 UTC
I think this is really interesting idea! But after a few of the more difficult levels I got a bit bored of just getting to the right tile and back. You could try expanding this to include puzzles, like maybe you can turn off certain purple tiles that you have to step on, or there's some way to shift all the purple tiles, or something! I think you have a great start though, and good work for 48 hours.
Cosmologicon
29. Apr 2013 · 04:35 UTC
Kind of a cool idea. I'm really not very good at this. I made it as far as the screen in your main screenshot, and it's a miracle I made it that far.

Just so yo know, I used your Linux package, and I would recommend tgz instead of rar. Also the .sh was not set to executable, and it didn't run because it has Windows line endings.
JoeDev_net
29. Apr 2013 · 04:45 UTC
Good job and neat concept, but it took me a while to figure out what was actually going on. Also some of the levels were tedious and required me to backtrack 10-15 seconds and by then it's hard to remember the exact sound.

It seems like it would be nice, if when a level started it would play the door sound so perhaps you could find it on your way to the door. The way it is now, I feel like I am wasting time traveling to the door, just to have to backtrack.

Good Job!
Waave
29. Apr 2013 · 04:54 UTC
I agree, this is a neat idea but it's tedious traversing the room before knowing what sound to listen for. Also, the background music's a little distracting.
🎤 Phased
29. Apr 2013 · 05:10 UTC
@Waave, You are able to mute the background music, If you go into options, just press the music button, and it should immediately stop. Press again and it will restart.
Christopher Schulte
29. Apr 2013 · 06:28 UTC
The concept of wanting to touch the purple and then wanting to avoid it at all costs is really cool, a nice subtle mode switch. It was a little frustrating to touch the door, then go out across a big map and forget what it sounded like.
Tahooey
29. Apr 2013 · 06:37 UTC
Grear game with an awesome concept, difficult gameplay making it cooler
kyyninen
29. Apr 2013 · 06:57 UTC
Doesn't run for me, sorry :( Java starts and crashes instantly.
Drabiter
29. Apr 2013 · 07:28 UTC
Great concept. +1 for using jetpack instead normal jump.
🎤 Phased
29. Apr 2013 · 07:30 UTC
@kyyninen at the chances you decide to look at this again, what OS, and are you able to get a stack trace? and try fully extracting the entire zip file if you havnt.
triforcespark
29. Apr 2013 · 12:04 UTC
Good game idea, but add more puzzle elements, or else the game would become linear, solely relying with good ears and memory.
Textures would be nicer if they had less detail (thus fitting the theme) and the sounds would be nice if they were clearer.
Each stage tends to require patience, rather than intelligence, to be solved.
SuperlevelSebastian
29. Apr 2013 · 19:34 UTC
Sadly I can't even start it (Win XP). Tried it per "run.bat" and "TuneLocks.jar" as well. :(
Ninjaxio
30. Apr 2013 · 20:52 UTC
This is certainly a great concept, though it was kinda difficult!
mibbio
01. May 2013 · 21:06 UTC
Got crash at start with
Exception in thread "Thread-0" java.util.InputMismatchException
at java.util.Scanner.throwFor(Unknown Source)
at java.util.Scanner.next(Unknown Source)
at java.util.Scanner.nextFloat(Unknown Source)
at ld26.phased.util.Settings.load(Settings.java:26)
at ld26.phased.Game.init(Game.java:89)
at ld26.phased.Game.run(Game.java:49)
at java.lang.Thread.run(Unknown Source)
OS is Windows 7 x64 with Java 1.7.0_21 (64bit)
jmf
01. May 2013 · 21:16 UTC
Very innovative game. Lots of levels to play through. Game was obvious enough to pick up without reading your instructions.
aeveis
02. May 2013 · 21:00 UTC
Finding the right note is interesting, but the back tracking makes it more boring. There was some interesting level design, like how you had to be careful not to touch purple blocks. Maybe if it focused more on avoiding the purple blocks to make it more puzzle-like instead of focusing on trying to find the right note first. As in make it easier to figure out the right note, but the hard part is getting back to the orange block. (Maybe just have player start at orange block to reducing walking around?)
🎤 Phased
03. May 2013 · 05:03 UTC
@aeveis I'm actually going to continue it most likely, and when I get to it, level design will have the player near the door, with more puzzle features.
🎤 Phased
03. May 2013 · 05:06 UTC
@Mibbio Did you change the Settings file? If so, you may of put something there that the game did not like, I think I will release a update soon to prevent a crash, just disable the settings and have preset values for backup. If you did not change the Settings file, your file may of corrupted? because the scanner is only used when loading the settings file.
mibbio
03. May 2013 · 10:32 UTC
Found the reason why it can't read the settings data. It's the way the scanner reads (decimal-)numbers.
See: http://docs.oracle.com/javase/7/docs/api/java/util/Scanner.html#localized-numbers
By default the scanner uses the locale reported by the OS and as my OS is set to german (usage of '.' and ',' switched) the scanner expects '1,0' as a decimal number.
Just add 'scanner.useLocale(Locale.US);' or any other preferred locale directly after creating the scanner and it shouldn't care for the OS locale anymore.
🎤 Phased
03. May 2013 · 11:21 UTC
@mibbio thanks :) I did not know of that! I shall push a bug fix update later, but I can't at the moment :(
intripoon
03. May 2013 · 12:11 UTC
Doesn't work for me. Just openes and immediately closes again. :(
Tom 7
03. May 2013 · 13:00 UTC
I could do it but only by whistling the door note. It's a good idea and I haven't played a game quite like it, though the jetpack physics detracted a bit. I think it would have been better with fewer levels but some kind of winning condition; I beat all the levels but then it just wrapped around?
geckojsc
07. May 2013 · 17:37 UTC
Very cool idea! It got a bit tiring after the first 10 levels or so, but I played the whole way through. When I started playing, I thought it would turn into a memory game where you have to remember whole sequences of notes, which could have been quite cool.

The background music was really quiet for me, I played though the whole game without even knowing it was there! (there's a lot of traffic outside my house, and the notes were at a suitable level). I gave it a listen afterwards and it was pretty nice. Well done!
🎤 Phased
08. May 2013 · 07:18 UTC
@geckojsc, During a bugfix, I did, I turned the volume down, as alot of people said it was to loud XD
Cake&Code
08. May 2013 · 07:43 UTC
Reminded me of the old Jetpack games at first which were amazingly enjoyable and the cute and simple graphics work well.

Love the LD26 map! Very fun and clever :)
alts
08. May 2013 · 07:59 UTC
I really like the idea of matching audio cues to progress, and even the platformer mechanics wrapping it. I found process of deducing the right tone to be frustrating though. It had less to do with backtracking, and more to do with the process of manually searching. It's akin to playing the card game Memory (which I'd argue is a negative). I'm sure there are ways to present this mechanic where it can fully be explored. I just don't think this is it.
dalbinblue
12. May 2013 · 14:51 UTC
Interesting idea, but the game-play stagnated too quickly. After about 10 levels or so the same started to fall play. As other stated some variation in the game play would have helped.
f7f5
12. May 2013 · 17:16 UTC
I ran into the same problem as mibbio
gerritg
17. May 2013 · 15:12 UTC
f7f5: Just goto res/Settings.txt and change 1.0725 to 1,0725
Save and enjoy :)
Nice entry by the way, but the controls need finetuning since it's hard to get exactly between two blocks.