Fluffy Space Escape by cppchriscpp
Fluffy Space Escape is a new turn-based puzzle game for the Nintendo Entertainment System (NES) that you can play right in your browser!

The year is 2248. You are a rabbit that has been transported into space after a teleporter mishap. You must fight your way through space to find your way home.
A series of teleporters can get you back. These teleporters are powered by gems. However, these gems are extremely heavy! The more gems you have, the slower you move.
Can you get the bunny back to earth before the end?
Please use a real emulator instead of the web-based one. The web-based emulator lags a little, and the audio is very slow. I recommend fceux (linked below) but any NES emulator will work.
Alternatively, if you have a PowerPak, try it in your console!

| Nintendo Entertainment System/Famicom | http://cpprograms.net/devnull/lava_lamp.nes |
| HTML5 (web) | http://cpprograms.net/classic-gaming/ld40/ |
| Other (document) | http://www.fceux.com/web/download.html |
| Original URL | https://ldjam.com/events/ludum-dare/40/fluffy-space-escape |
Ratings
| Overall | 64th | 3.908⭐ | 40🧑⚖️ |
| Fun | 102th | 3.782⭐ | 41🧑⚖️ |
| Innovation | 47th | 3.908⭐ | 40🧑⚖️ |
| Theme | 117th | 3.947⭐ | 40🧑⚖️ |
| Graphics | 170th | 3.75⭐ | 40🧑⚖️ |
| Audio | 128th | 3.529⭐ | 37🧑⚖️ |
| Humor | 274th | 2.9⭐ | 37🧑⚖️ |
| Mood | 103th | 3.618⭐ | 40🧑⚖️ |
| Given | 44🗳️ | 38🗨️ |
As for the game, it was pretty good and had a very nice NES-induced charm. Nice work!!
I really liked the graphics & sounds. I would have preferred the music loop instead of starting again when you restart. The bunny is cute :3. I think I managed to beat at least 7 levels. Cool stuff!
Gameplay is surprisingly good for a simple looking game.
Well done!
Also, is your take on the theme a commentary on the capabilities of modern gaming hardware?
I hadn't thought of skipping the movement animation - that would be a cool feature. Given more time, I'd probably rewrite a lot of the movement engine - it's very hacked together, and unfortunately that shows. I also would probably want to add a skip/speedup for the level transition.
@jimbly I hadn't really thought about the theme like that; that's clever! I really only considered the surface-level idea that as you collect more gems, your movement speed gets worse. I can see where you'd get the idea though, and you're certainly welcome to think of it that way.
The art was pretty nice, and the music too though it got repetitive very quickly
I really liked the puzzles in which you are managing speed to try to make it exactly to the door, not necessarily to escape enemies.
Nice job!
Very fun game!
And the fact that you can accually play it on a console is amazing to me!!
And I really bonded with my little sheep. I felt bad every time it didnt make it :D
@torcado I appreciate the honest feedback on the music. If I'm honest, I feel music is easily my weakest skill when it comes to these game jams - I'm always surprised when people complement it. What I want to do next time around is have at least a few songs that I can switch between. I think in this case it also would have helped if I didn't restart the music between each level.
@kroltan I had never heard that song before, but I gave it a quick listen and I can kind of see it. Thanks for sharing!
The puzzles were pretty fun too, it's rare to see levels with as much thought put into them as these. Great job.
The presentation is top-notch with the NES heritage - the colour cycling and such bring back such nostalgia :D
The *only* annoyance is that I find it impossible to tell which direction enemies will head into, especially those grey blocks. I don't know if that's intentional, but it feels like it should be clearly shown given the nature of the game.
Really love it! :D
quoting @tuism "I find it impossible to tell which direction enemies will head into, especially those grey blocks. I don’t know if that’s intentional, but it feels like it should be clearly shown given the nature of the game"
Now, for some specific concerns...
First, the movement concerns brought up by @tuism, @valkyrie and @frescogusto -- yeah, it's a problem. It's something I wanted to fix but I ran out of time if I actually wanted a working game. Lessons learned for next time.
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(longer explanation)
It's really an engine issue - I did something very simple to make enemies try to follow you, and it sorta falls flat when you're close to enemies. I built a few of the earlier levels without noticing or getting into that situation, then ran into it and realized I would need to rewrite the engine to be smarter (I'm still not sure how to do that, if I'm honest) then remake every level I had so far. I would have had to sacrifice a lot to redo that, so I decided to live with it.
I tried to make levels that weren't negatively impacted, but it's really hard to think about all possible ways the player could move as they collect gems. Plus, working under a deadline is hard in itself. (I really didn't want to demote my game to a Jam game that far in)
If you're curious about the logic, after a player moves, each enemy calculates whether they are further from the player on the X axis or Y, then moves the full distance they are allowed to move in that direction. (Possibly passing the player) This mostly works, however if the x distance and y distance are equal, it always goes the same way. (In essence, I did if (x > y) { moveOnX() } else { moveOnY() } )
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@tuism thanks for the very detailed feedback - do you have any idea how I might make that clearer correlation you suggest? I likely won't be updating this game post-jam, but advice is always welcome for next time. (Note: If I hear a lot of interest in updating this post-jam I can be convinced!)
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@roy87 I've never seen that site before - it looks kind of interesting! That said, I don't think they natively support console games, such as the NES.
I might be able to get it to work, but it likely wouldn't be easy. Is there any real reason you want it on there?
You're certainly welcome to make a video if you'd like by the way; and please let me know if you do!
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@frescogusto Thanks for the comment on the level transitions. Interestingly enough they almost weren't included. That was the last nice-to-have feature on my list, and I started it 2 hours before the compo closed. I got it working with about 30 minutes to spare and decided to keep it!
(Sorry for the absurdly long comment - I'm off to play a few more games now :grinning:)
@svr-audio - it's actually a real NES game - there's a rom download on the site you can play with fceux and the such. Thanks for the complement on the palette, but that's just what the NES emulator developers chose :)
@mipelius you're actually the second person to ask about the differences in tiles. I wish I had laid out the first level a bit differently - the tiles are simply there to make the levels look less boring. They have no special meaning.
For other rules... you are able to move x tiles per turn, and that number goes down each time you collect a gem. (Noted by your speed in the HUD at the bottom) The enemy movement is definitely confusing... they are tied to the same grid that you are, and have their own set number of tiles that they always move. They get a turn after you move, each time. They will try to do whatever moves them closest to you - preferring up/down if the horizontal and vertical distances are the same.
I think a second instructions screen that clearly laid out movement would have helped a lot, as well as some different way of dealing with enemy movement when horizontal distance = vertical distance.
Thanks for the feedback!
Well done!
I'm really glad you have the fixed solution for ties that you posted above--I feel like the distance overall, constant direction on ties was telegraphed by at least the fourth puzzle. It was also kind of fun to watch them get blocked in corners. While actual pathfinding would be cleaner in that regard, the puzzles would be way more complex (both as a player and probably as the designer!)
The story is cute, the graphics and music too, so it is really a bundle of cutess and feel good. The die sound effect was a favorite to me. Also, creating a NES game? Amazing, congratulations :)
Overall had a great time with this one, very chill and interesting, and great design. Congratulations!