Stack Master by Filipe da costa lopes
Do a hard and dangerous job, be the master of stacking logistics!
WASD - Move SPACE - Jump
Thanks for playing!
| Windows | https://drive.google.com/open?id=1SN8fzue7HUci03o12zhXuuH1eL0o__Oq |
| Original URL | https://ldjam.com/events/ludum-dare/42/stack-master |
Ratings
| Overall | 1111th | 2.84⭐ | 27🧑⚖️ |
| Fun | 1171th | 2.5⭐ | 27🧑⚖️ |
| Innovation | 1105th | 2.563⭐ | 26🧑⚖️ |
| Theme | 792th | 3.26⭐ | 27🧑⚖️ |
| Graphics | 808th | 3.1⭐ | 27🧑⚖️ |
| Audio | 695th | 2.583⭐ | 26🧑⚖️ |
| Humor | 803th | 2.125⭐ | 26🧑⚖️ |
| Mood | 1094th | 2.229⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 0🗨️ |
Not bad overall; it's definitely a game. I was sad that the TNT didn't seem to clear boxes in the main mode, which seems like it would have given the player a way to survive longer with skillful play. If there was a way to clear boxes I never figured out how to do it.
The graphics are nicely detailed, with some great shadows on the ceiling. The audio, too, is a nice addition. Overall, great work ! I would love to play extended modes of this, like hardcore mode variations, with maybe a longer jump and some stacking madness.
A good take on tetris.
Scored 1000 on 3rd attempt
Hardcore mode is a lot of fun, not sure if it sticks to theme though :D . Scored 8500
Was able to make 2600 points on it before the stack got too high.
Liked the game, its was well done.
So, we have updated the game with some corrections, the most important of them is that the animations wasn't working when were used the arrows to control (although it's working when use WASD).
Instructions:
- In normal mode align the boxs to clear them.
- Beware of the TNT boxs, they'll explode when hit the ground.
- If a box hit your head the game is over.
- You can push boxs, but only one per time.
Controls:
The right and left arrows (or "A" and "D" buttons) move to the sides.
The space button will jump.
Have fun!
0 - Main Mechanics:
Form a complete row of boxes (so they disappear and guarantee points). This mechanic is interesting and challenging.
1 - Secondary Mechanics:
Physical limitation of the character (unfortunately some physical issues seem to be in need of polishing, as would be the question of the force necessary to drag objects).
Dynamite box (normal mode), this dangerous box is useful (unfortunately not having to decide where the boxes fall out is very difficult to use this box better, but it is a main part of the mechanics).
2 - Learning Curve:
The tutorial is small and visual, this helps a lot to have an interesting experience, however only after playing once it is possible to understand exactly what it means when the dynamite falls on the side of the character. I would suggest animating the death scenes involving dropping box on top and exploding dynamite (as if it were a gif, still in the tutorial screen).
Learning to play is quite simple, however, some things will only become clear after a few games.
3 - Flow:
As the fall of the boxes is random, often the level collaborates, but often the victory is very difficult to achieve with medium and low levels of game skill. Then the game ends up leading to anguish to desistance in these cases. I suppose adding powerups (specific invulnerability (maybe a special helmet, with thorn etc), touching a box's disintegrator (or a glove with thorns or boxing), select the moment of TNT boxes drop for a few moments, temporary superforce etc.) can be elements that favor the continuity in the game on the part of intermediaries and beginners.
Starting with cleaner lines allows the player to have a more satisfactory experience as to the fittings; all this leads me to believe that for the more experienced the experience is fun for a reasonable time, to only then become something boring.
4 - Love Points:
The challenging mechanics itself. The design of the main character.
5 - Presentation of the Narrative:
I did not notice much narrative, perhaps with the development of the narrative the game can open space for novelties in the sense of powerups and diversified levels.
6 - Art Polishment:
Very good for Ludum Dare time. There is always room for polishing (in case of continuity of the project).
7 - Monetization Attractiveness:
I believe that with many levels and more mechanical, the game can be sold as casual to smartphones (perhaps with monetization based on advertisements); if the game really grows, I think it might sell to consoles or Steam (but it depends on a lot of growth and development).
On the other hand, if the game changes to another format, it could become a serious game for companies that want to teach their employees something.
8 - Community Generation:
With the narrative development and in case of continuity of the project, I believe that character design also; you could create a Facebook page to house the players (if you create, invite me).
9 - Cultural Dialogue:
It needs more narrative for me to assess in this way (how culture influences the game, and brings players, and how the game influences culture (directly or through community generation).