ZhenCo Ghost Management by amras0000

A coding puzzle game in a vaguely asian mystical aesthetic. Design a space to allow ghosts safe passage through your temple. Since this is a coding game, I've included a specification pdf in the links.
Level Editor
The game reads levels from text files, so if anyone wants to design some additional levels I'd be more than happy to host them here.
Theme
The game ties in to the theme a fair bit more loosely than I initially anticipated. The idea was that the more complex your code, the harder the level is. You lose feng shui for code complexity, and need to regain it through guiding ghosts to their shrines. The more feng-shui you lose, the more hostile the ghosts are towards each other.

Ratings
| Overall | 309th | 3.435⭐ | 25🧑⚖️ |
| Fun | 434th | 3.091⭐ | 24🧑⚖️ |
| Innovation | 53th | 3.886⭐ | 24🧑⚖️ |
| Theme | 495th | 3.045⭐ | 24🧑⚖️ |
| Graphics | 311th | 3.364⭐ | 24🧑⚖️ |
| Audio | 199th | 3.31⭐ | 23🧑⚖️ |
| Humor | 435th | 2.31⭐ | 23🧑⚖️ |
| Mood | 225th | 3.31⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 27🗨️ |
The GUI could maybe use some work though - buttons seemed particularly hard to click. As well, the game has a pretty steep learning curve, but I guess that's a tradeoff with this concept.
I know the GUI was one of the big hurdles while designing ZhenCo, so I'd love to know where it failed.
Cool idea tho :)
The interface did seem a bit complex and overwhelming at first. Maybe if the action boxes were collapsed and greyed out in level 1, then introduced in level 2, as opposed to your "don't worry about this for now" text, it would be a bit easier to understand. When am I supposed to *start* using it? Level 2?
If the specification document is required to be read in order to play/understand the game, maybe that should be clearer. Perhaps open the document in the user's default browser/PDF viewer upon launch? Or...
I think there should be some sort of tutorial integrated into the game. Most people don't see "you have to read a manual in order to play this game" as very attractive. The specification document could be a reference thing to accompany the tutorial, and there could be a button to open it on the main screen.
Other than the steep learning curve, this is a great game. I'll keep playing it even after LD (after I figure out how :P)
- Please add backspacing over multiple lines :D
- Your game's description should possibly suggest only reading PDF as a reference stuck, the current wording made me feel like I should read it first. The PDF is much more intimidating than the game's in-built tutorial, and nearly scared me off!
- A fast forward would be neat!
- The menu button while playing could do with a "are you sure?" prompt, I clicked it looking for a fast-forward and lost my progress on a level!
- I really like how the solution to "caution" is perfectly in theme to both your games name and competition theme!
- I got stuck on "Collision Course" and lost steam playing the game
Thanks for submitting it! :D
First of all, design and innovation is great. As a programmer, I really enjoy while "learning this new language"
I just finished tutorial levels and I am satisfied for a game session. It's getting really complicated after tutorials. Recommended for complex puzzle lovers.
Game provides some opportunity for level designers with its mechanics. I wonder how many great levels can be design with these mechanics.
Great work!
I wish I can speed it up, maybe let it fast forward.
Dispite that, you made a cool game ! Keep coding :)
Great submission, and great complexity for 48 hrs of work!
The game's mechanics seem to open a world of possibilities, and the levels you created do a great job at demonstrating it. Simple but consistent graphics also fit quite well with the theme you chose.
As already suggested, a fast-forward option would be a nice addition. Being able to insert a new line in the middle of existing code instead of only at the end would also help keeping the code structured when it starts getting crowded.
Overall, a really promising experience.