The Matter at Hand by Chaseplays

A CHESS PAWN... IN A PUZZLE GAME... ABOUT CARDS...?
Controls:
Arrow Keys - Select Card / Move
Space / Up - Use Card
R - Restart Level
Escape - Discard
Tools Used:
Eclipse + Self-Built Java Engine
Audacity
Aseprite
Casio PX-150 Keyboard
Endesga 32 Color Pallete
Average completion time: 10-15 minutes (15 levels in total)
Created by Chase Peterson on his 16th Birthday
Changelog v1.0.1:
- Fixed game crashing when warping out of bounds.
- Fixed graphical glitch where computer speed would affect fade in/out speed of text.
- Fixed graphical glitch where left cards would jump to the right when being selected in a few, occasional situations.
Ratings
| Overall | 60th | 3.939⭐ | 43🧑⚖️ |
| Fun | 91th | 3.805⭐ | 43🧑⚖️ |
| Innovation | 132th | 3.763⭐ | 42🧑⚖️ |
| Theme | 357th | 3.573⭐ | 43🧑⚖️ |
| Graphics | 108th | 3.866⭐ | 43🧑⚖️ |
| Audio | 127th | 3.474⭐ | 40🧑⚖️ |
| Humor | 427th | 2.406⭐ | 34🧑⚖️ |
| Mood | 140th | 3.474⭐ | 40🧑⚖️ |
| Given | 45🗳️ | 44🗨️ |
Are you really 16? I don't believe you :)
One suggestion - show a zoomed-out version of all available cards at the start of each level so I don't have to either scroll through all of them (or, as is more often the case, fail the level) in order to match them up with what's in the level and figure out a strategy.
One thing I noticed though is that I had to press the keys for too long for it to react to my input (played it on a Mac). Thought I'd mention that :)
All in all, good job!
@Valden Thanks!
@Danby Wow, thank you!
@frostdragonliz Hmm... maybe I'll make an expanded version. Thanks!
@sndr Thanks! I'm not exactly sure what's causing that problem... it seems to work fine on my computer. I'll look into it more if more people mention it.
```
$ java -jar TheMatterAtHand.jar
Exception in thread "main" java.lang.ExceptionInInitializerError
Caused by: java.lang.IllegalArgumentException: Invalid format
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.createStream(PulseAudioDataLine.java:142)
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:99)
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:283)
at org.classpath.icedtea.pulseaudio.PulseAudioClip.open(PulseAudioClip.java:402)
at org.classpath.icedtea.pulseaudio.PulseAudioClip.open(PulseAudioClip.java:453)
at com.chaseplays.engine.sound.Sound.<init>(Sound.java:21)
at com.chaseplays.game.CardPuzzle.<init>(CardPuzzle.java:32)
at com.chaseplays.game.CardPuzzle.<clinit>(CardPuzzle.java:12)
```
@GettingRekt Thank you! I've added a number of levels to the description of this page to possibly help with people finishing the entire game. It's actually not too long, and can be beaten in a pretty short time.
@sophie Yeah, I'm not really sure how I could have fixed the problem of not being able to see your entire hand. Especially given the fact that I used pixel art, it's not exactly easy for me to shrink the cards any further. Also, I did, very intentionally, try and "trap" the players in a false solution, but hoped that it would make the puzzle more satisfying to complete in the end. Thanks for the feedback!
@aarre-entertainment Wow, you actually think it's top 5 material? I'm gonna try and keep my hopes down, but I'm glad you liked it!
@sky Thank you! I might try and create a more complete version of the game at some point, as I think there's a lot of room to expand. If I do that, I'll try and add sound effects too.
### https://ldjam.com/events/ludum-dare/41/keyboard-warrior
@aarre-entertainment Yeah, that makes a lot more sense. Top 5 is definitely a stretch, but I still think I'll do decently. Thanks for clarifying!
@croewens Thank you!
The game plays smoothly and even the lack of sound didn't spoil any fun! =) Really nice pixel art and color scheme seems to be picked with a lot of care. Well done!
btw, I'm running on Linux machine, it works as if the game was made for it. =)
The art is hella cool too.
Excellent work!
There's one minor failure of the design, I think: I had to spend a few levels just counting things. Grid squares sometimes, but more often cards. How many warps did I have, how many switches, etc. I understand that you were trying to meet the LD theme, but I think an interface where I had a number next to each ability, rather than a set of cards, might have been easier to use for those levels. On the other hand, you used the order of the cards to great effect in training and fooling the player. So I'm on the fence here.
The amount of different mechanics is impressive for a compo game, too. I want to find any other points to critique the game but it's so thought-through and polished that I can only say good things about it. Keep it up, I'd love to play your entry next LD.
I agree with the comments about 'seeing the whole hand of cards' in the beginning, and I had the same thought as @amras0000 about putting a count number on each card instead of showing each separately. The notion of 'false solutions' would still be implicit in the level design, but not the card layout anymore. Not sure how important that features is to you.
Regardless, great mechanics, great learning curve, great levels, and great aesthetics. Great job!
Maybe you could have skipped the tutorial levels for new mechanis, don't know (it is always hard to know if you should include or not, it really depends on people tastes ;) )
That was nice
@Yngvarr I'm glad you liked my game! In the description, I do credit a pre-created color palette, but otherwise all the graphics are mine. Thanks! Also, it's great to hear that this works on Linux as well, so thanks for letting me know!
@undefinist Thanks! I do agree that having direction-specific cards would have made puzzles more interesting, and actually considered the idea myself when doing the jam, but thought that for a game this small, it made more sense to make the cards more open-ended. In the end, I'm not sure what choice was best, but if I ever expand on this game, I'll definitely consider the idea further.
@PackNSlash Wow, thank you! I'm glad you liked my game so much!
@Arqcenick Thank you so much!
@amras0000 First of all, I'm glad you liked the game! I might put the song on Soundcloud, although it was actually sort of just a last-minute improvisation, so it feels a bit strange to upload it in that way.
I do agree with you about the counting feature, and I've seen that criticism several times in the comments. Now, you suggested that I just put a number to the side of each "ability", but also that it might defeat the theme. I don't think this is the case, though. In my opinion, the best option would be to "stack" cards of the same type, and put a number above each stack. If I make a new version of this game, I'll definitely do something along those lines.
As you mentioned, though, I did lay out the cards to trick the player several times, but I think it's a necessary sacrifice. Either that, or I need to make the cards smaller, or maybe even introduce a "stack" option? Something like that. Anyways, thanks for the criticism, it definitely helps a lot!
@nick-rafalski Thanks! I'm glad you liked my game. If you want to see my response to your "count number on each card", I talk about it above when replying to amras0000.
@joqlepecheur Thanks! Personally, I think that the tutorial levels were pretty necessary to make sure everyone understood every concept, and also none of them should have taken much time to figure out, but thanks for the comment!
I am afraid I don't have any useful suggestion for you, but congratulations! A very polished game!
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
One thing I think I should let you know is that I couldn't play the game on my laptop. When I clicked the exe file, it tells me I need a Java Runtime Environmnet, so I switched to my desktop PC and it worked. IDK if you could get rid of that software requirement but it would be nice.
Anyway, great work!
-Once you've selected a card, there is no way to put it back in the deck, I had to do some annoying restarts.
-I believe discarding cards is useless for these levels, you almost always use all the cards.
-The levels were pretty easy, but the potential is huge. More adding new objects than investigate the ones you already presented. All were great but none was truly explored.
-Too many cards, at least, you could stack them.
-The camera movement between holding the deck and playing one card is great, but in latter levels, when there are several cards to play in a row, it's a bit unpleasant.
I've you are willing to, working this game a little you could achieve a great game.