Mindblocked by diptoman

[raw]
made by diptoman for LD 42 (JAM)

Mindblocked is a simple puzzle game - reach point B from point A. But every time you move, the empty space gets filled with blocks! As you run out of space to move freely, can you use this to your advantage?

Mindblocked3.gif

Controls: Arrows/WASD + Space/Enter

Art/design/code done in 72 hours by Diptoman Mukherjee and Pranjal Bisht. Audio from ozzed.net + some by Joel Montpetit.

Thanks for playing!

Screenies

Menu.png

Screen5.png

Screen13.png

Screen15.png

*NOTE: * There seems to be a bug with the movement timing occasionally in the HTML5 version (not game-breaking but slightly annoying), so it is recommended to play the Windows version if possible.

*NOTE 2 for HTML5 versions: *Saving between sessions is not working for the itch.io HTML5 version. It is recommended to play the GameJolt HTML5 version if you want to keep your savedata.

Ratings

Overall 20th 4.22⭐ 68🧑‍⚖️
Fun 23th 4.138⭐ 67🧑‍⚖️
Innovation 182th 3.672⭐ 66🧑‍⚖️
Theme 280th 3.867⭐ 66🧑‍⚖️
Graphics 274th 3.923⭐ 67🧑‍⚖️
Mood 94th 3.865⭐ 65🧑‍⚖️
Given 43🗳️ 49🗨️

Feedback

mitsu.artemius
13. Aug 2018 · 10:11 UTC
Absolutely fantastic
BigJigglyProductions__
13. Aug 2018 · 10:17 UTC
Very addictive, this game is amazing! I highly recommend you check this out, the level really make you think and the gameplay is geniously designed!

Great job, I mean it!!
triplefox
13. Aug 2018 · 10:38 UTC
This game is very well executed. However, there's something on my mind. I see this game design appear in every game jam of sufficient size - sometimes with variants and new puzzle pieces, but generally following the same rules and same kinds of puzzles. Is there an original game that these are all derived from, like Sokoban for block pushing games, and why have I not heard of it?
cookiengineer
13. Aug 2018 · 10:49 UTC
Fuck yeah. This game is freaking amazing! Level 10 was the hardest one to get the coin...

![Screenshot from 2018-08-13 12-48-31.png](///raw/eef/81/z/1757e.png)
tuism
13. Aug 2018 · 10:55 UTC
Solid solid solid. It's difficult to say whether this particular formula is a genre now or not, but despite it being a common trope, this is well executed and still feels varied enough to stand on its own. The size of the arena holds an interesting tension for me - it both feels like it's too big of a decision/interaction space for a puzzle as well as being a pretty good way to allow exploration of the genre in different ways. Anyway, solid solid :)
🎤 diptoman
13. Aug 2018 · 15:32 UTC
Thanks for the kind words guys! :)

@triplefox Well, going from point X to point Y is a lot of puzzle games - that's the end goal, not the mechanic. As far as I know, there's no genre for an end goal. Sokoban's core mechanic is block pushing. This game's core mechanic is leaving blocks wherever you go - and unless I'm out of the loop - there's no genre for that. The idea was inspired from Snakes. If you really want to classify this kind, it'd be a kind of [transport puzzle](https://en.wikipedia.org/wiki/Transport_puzzle).
vivek.sharma20
13. Aug 2018 · 18:17 UTC
Ok by far this is the best game I have played tonight. Really polished , everything goes well together, music, small animations, color style.
Best par is the gameplay.
A job well done !!
King Kujito
13. Aug 2018 · 18:51 UTC
This is really well polished. Well done.
neontropics
13. Aug 2018 · 21:06 UTC
Very fun puzzle game!

The little animations along with the moving sound made moving satisfying, which helps a lot in these games

Sometimes the main block would get stuck in between two tiles - I think maybe if I moved too fast?

The game got appropriately frustrating some levels in... great effort!
Silvae
14. Aug 2018 · 01:23 UTC
Loved the aesthetic. Gameplay was solid - only complaint is that I ran into a bug where my block would sometimes get stuck but there was a handy restart button for just the occasion. Really nicely done!
Cary Stanley
14. Aug 2018 · 02:24 UTC
Awesome! I really like the graphics and music. A great puzzle game and I like how the coin gives an added challenge
Talon
14. Aug 2018 · 05:29 UTC
This is an excellent take on a classic mechanic. While many move-in-a-straight-line puzzles are vulnerable to easy solutions found by working backward, the mechanic of placing your own walls largely bypasses that problem. Well done!
benjamin-l
14. Aug 2018 · 06:11 UTC
This is a really cool game, although I ended up embedding myself in the walls pretty frequently. It looks like this:

![](///raw/149/z/18e9f.png)

I'm using the web build, which may be the problem.
🎤 diptoman
14. Aug 2018 · 07:13 UTC
@benjamin-l I noticed that in a stream too - I guess something to do with the timing. I'll have to look into it - wasn't a problem in the desktop build. Thanks for bringing it up.
NOTBADGUN
14. Aug 2018 · 09:28 UTC
Awesome game, love the art for this!
krasse
14. Aug 2018 · 12:35 UTC
Very good level design! I love the choice of music as well. Some really cool game mechanics you've implemented as well.
Donitz
14. Aug 2018 · 14:21 UTC
This game has some great mechanics. Each one of the special tiles seems well thought out and adds something new to the game. Nothing seems tacked on so to say. The game is pretty addictive and fun.
stevenjmiller
14. Aug 2018 · 15:51 UTC
Great game, I got all of the coins. I occasionally got stuck in walls on the web build, as someone mentioned above. I often make puzzle games with GameMaker Studio and have run into similar problems with my HTML5 builds in the past. One fix I sometimes used was putting a move_snap() after every line of code that involved movement, though I've heard using round() for all of your integers works as well.
gil4
14. Aug 2018 · 17:19 UTC
A great game, I especially liked all the level design, pretty unusual for a puzzle game made in LD have it on that level of quality. Plus I like sliding block puzzles a lot, so it's right up my alley. Music reminded me of the classic GB/GBC Pokemon games by the way, which's quite a praise.
dray
14. Aug 2018 · 21:52 UTC
Great game, nothing more to say. this could be an actual game that i'll not be surprise.
Jimbly
14. Aug 2018 · 23:02 UTC
Great game! I managed to beat all of the levels, though missed the coin on a couple. Some of the level design was pretty great, and new mechanics were introduced at a good pace that kept it interesting. I like the style. I really think it could use an "Undo" key - I often found myself doing the same set of things over and over and then making a mistake and having to repeat.
Alex Lutay
15. Aug 2018 · 01:07 UTC
What a lovely brain candy this game is. Great old school aesthetics, smart level design.
Rebecca Kremer
15. Aug 2018 · 01:47 UTC
Hey Diptoman! Very fun game and I really enjoyed playing it on stream last night :)
Just as we expected my brain was still puzzling out the levels as I was trying to sleep. It's Pokemon Ruby all over again!!! D:
Very polished and a great use of the theme.
matt-tuttle
15. Aug 2018 · 02:57 UTC
Top notch. I like how each level has a secondary objective in addition to getting to the goal. The game is very polished and I enjoyed the mechanics of this "block pushing" puzzle game.
Ratstail91
15. Aug 2018 · 03:27 UTC
Not my kind of game, but I still found it compelling. Well done!
alexfalkenberg
15. Aug 2018 · 03:59 UTC
Nicely done, all-around. Definitely a genre you're familiar with, it seems. Other than getting buried in a few walls, no issues. Fun stuff.
🎤 diptoman
15. Aug 2018 · 04:43 UTC
Thanks for playing everyone!

@alexfalkenberg Yep, thanks for reporting that. It should be fixed in the current version.

@stevenjmiller It apparently had to do with delta timing which I was using for tweening. It should be working now... I think. I can't replicate it. I added the move_snap as an additional check as well. Thanks for the tip!
PeachTreeOath
15. Aug 2018 · 05:45 UTC
First off, the primary reason I kept playing and even went for some coins was cuz the music is totally awesome. I definitely disagree with what others have said about this being a derivative work. I've never seen a game in this genre that had half the elements you had. One thing I always disliked about the genre was that the solution usually is pretty easy to see. However, since you have the snake mechanic + so bombs and ESPECIALLY the teleporter, it made it really hard to parse out the answer just by glancing at it. Level 12 was the one that shined the most to me. I liked that you had to wrap yourself a few times to build a proper wall and then go from there, which fully utilized your mechanic and made it stand out from other similar games. Amazing work on the game and making it full fledged with multiple levels!
djlink
15. Aug 2018 · 06:36 UTC
quickly becomes very addictive, a simple but well executed idea, nice work, congrats
kamilko
15. Aug 2018 · 10:32 UTC
Absolutely great puzzle! I mean the levels complexity for 72h is just WOW!!! And so many of them. I'm just jealous ;) Great game!
flyingrobot
15. Aug 2018 · 13:26 UTC
Can't believe you did this in 72 hrs. Though I was there when you started. Mind blown!
suve
15. Aug 2018 · 14:36 UTC
A very solid game. The audio and visuals fit together nicely and create a really nice atmosphere. The puzzles are often quite treacherous, with the solutions turning out to be so easy that you feel like an idiot for taking so long. I had a blast playing this.
Hadi Danial
15. Aug 2018 · 17:29 UTC
Awesome mechanics! I was amazed by how many new things you introduced, and yet it managed to remain coherent. Teleporters, the move through walls powerup, etc. And the coin was a nice bonus goal! Also like the audio and graphics. Good job!
Jima
15. Aug 2018 · 19:05 UTC
Really nice game! I can totally imagine myself playing this game on my mobile phone! Good job!
nandelind
15. Aug 2018 · 19:11 UTC
Very nice, polished and consistent game. I love how you took the theme and made it more often a good thing to run out of space! I was hoping there would be some games with a positive take like that - I couldn't think of how to do it, but I didn't like the feeling that it had to be a problem.
MiltonNH25
15. Aug 2018 · 19:21 UTC
Great job with the game. It was a good idea executed very well. Its easy to understand but complex enough to offer a challenge which is highlighted with the extra coin solution. Also good job with the difficulty scaling, it felt like a pretty smooth progression throughout all the levels.
Jupiter_Hadley
17. Aug 2018 · 14:11 UTC
Neat puzzles. I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/argzN59wywI
velvetlobster
18. Aug 2018 · 01:58 UTC
Man I must get to the last level! This game is one of the best puzzle games I ve ever played on ludum dare. Such simple mechanics and such an awesome game, congratulations!
Rongo Matane
29. Aug 2018 · 17:51 UTC
This was sooo good! Familiar concept, but impressive polish and so much content. Music is well chosen and the difficulty also felt really good. I played until i got kind of stuck, being sent back into myself. Overall, top game!
LeoPhys
03. Sep 2018 · 04:49 UTC
Fantastic interpretation. Maybe works in mobile platform.... just do it!
DDRKirbyISQ
03. Sep 2018 · 05:32 UTC
Wow, this is very nice. I can't believe how many quality puzzle games came out of this jam; I find good puzzle designs impossible to create quickly...

Really don't know what to say here besides the fact that this is awesome, the levels were clearly very well thought out and offered enough decision points to be challenging while still being limited enough to avoid feeling overwhelmed. The coins were a great way of embedding both an "easy solution" as well as "hard solution" into the same puzzle which must have taken even more careful planning (or just genius) to formulate in terms of design.

Graphics are simple but effective, the mechanics are all very clearly explained via the demo levels, and I really like how you came up with all the different obstacle types to throw into the mix level by level as a natural extension of the mechanic.

Solid job, well done!
🎤 diptoman
03. Sep 2018 · 19:34 UTC
Thanks for all the feedback, guys!

@ddrkirbyisq I wrote a post about making puzzles too! https://ldjam.com/events/ludum-dare/42/mindblocked/designing-and-pacing-puzzles-for-jams-some-thoughts-from-experience
I think it helps so much when you design puzzles in reverse - starting with a solution then backtracking and changing it on the way.
DDRKirbyISQ
03. Sep 2018 · 19:47 UTC
@diptoman Makes a lot of sense! Thanks for pointing me to that :D