Deadlock by Geckoo1337

Deadlock is my entry for the 42nd LudumDare - a clever puzzle game in which you have to enable all red booleans to green. However you can move only if there is something on your axis - or X or Y. If after a movement, you are unable to move again - it's an impasse - you loose. You have a little bit more than one minute to do the work. First levels explain the main gameplay. Many other tiles which use different behavior have been included so as to increase game difficulty - some reduce considerably your space, chasing player. You have to play with their (more or less) predictable behavior. Have fun ++
Instructions to play :
Use arrows keys to move
R key to restart level
Escape to load menu
PS : Technically I would like to explain how I did this aesthetic. I didn't use any texture - all has been created simply using scripts which display pixels considering char strings. Now I am working on those scripts because I want to share them with community. However you have to wait a few days because I coded them quickly and I want to share something relevant - optimized. It was an interesting alternative ++
PSbis : I did a post compo version with another aesthetic (deadlock-pc) but with the same gameplay. Also now code source is available. Take a look at those scripts if you wonder how I developed Deadlock. It seems to me really interesting explaining process that I used to create sprites ++
| Windows | https://geckoo1337.itch.io/deadlock |
| Windows | https://geckoo1337.itch.io/deadlock |
| Source code | https://geckoo1337.itch.io/deadlock |
| Original URL | https://ldjam.com/events/ludum-dare/42/deadlock |
Ratings
| Overall | 76th | 3.879⭐ | 31🧑⚖️ |
| Fun | 58th | 3.897⭐ | 31🧑⚖️ |
| Innovation | 131th | 3.655⭐ | 31🧑⚖️ |
| Theme | 613th | 2.929⭐ | 30🧑⚖️ |
| Graphics | 37th | 4.155⭐ | 31🧑⚖️ |
| Audio | 24th | 3.893⭐ | 30🧑⚖️ |
| Mood | 44th | 3.788⭐ | 28🧑⚖️ |
| Given | 30🗳️ | 28🗨️ |
Gameplay is fun, and the puzzles are great and challenging. Gets really challenging after a few levels.
Audio is fitting perfectly.
Nicely done on this one.
Feedback:
1. Don't start the game timer until I've made a move! This allows me to think and stops me wanting to spam 'R' to reload everytime I actually want to go.
2. The player speed was a little slow. So I often knew the next 5 moves I was going to make, but I had to wait around for it to move, I know this sounds petty/impatient but when you're making lots of moves and restarting lots, it adds up.
3. Okay the big point now, and if I am wrong in my assumption just ignore this point. The purple squares seemed to move based on RNG, I think this is a real issue because sometimes they can randomly move into a path that should have been valid canceling out a strategy to finish the level, potentially making it impossible to finish. Or even worse if you need them to finish the level and they don't go where you need.
Still thought really enjoyed this, but was disappointed I didn't get a cookie for finishing all levels.
Here is my playthrough:
https://youtu.be/f47qvNIc4HA
Also I'd be really happy to see the updated scripts, but just wanted to note that you are also obliged by the rules to share source code the way it was written for compo.
I absolutely adored your implementation of audio. The sounds were very simplistic, but all wonderfully in theme, and very well balanced. The failure sounds were properly punishing without feeling overly grating (I failed level 6 a lot in quick succession). The soft ambiance set the mood nicely without ever competing with your gameplay feedback sounds.
Excellent job! Good scope! I thoroughly enjoyed this puzzle!
Really fantastic job for a Compo game! I'm amazed at what you got done in the 48 hour limit!
Let me see...
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Evaluation ...
0 - Main Mechanics:
Interesting and challenging puzzles (limited movement and defeat through lack of possible moves).
1 - Secondary Mechanics:
The time bar seemed to contribute to the main mechanics in order to limit players more (I think it was a good choice).
Each element in the game behaves in a certain way, in that sense they complement the main mechanics.
2 - Learning Curve:
Each level is a different challenge. The main mechanics is not very difficult to master. At every moment the possibilities of movement are shown, so anticipating the next events is something that the player must learn (as part of the challenge of the game).
3 - Flow:
In the first level the game is simple (presentation of mechanics, as quoted). In the second level it requires a bit more reflection, but it is still a challenge that does not demand much knowledge (for being the first ones, the facilitated does not exceed the learning, maintaining the flow of game). From the third level onwards things start to complicate (at least for me), with that, in some moments, there is more difficulty than skill on the part of the player, to work that limit of anxiety for not being able to pass of level is something that would be interesting (if you want to expand the number of levels in case of project continuation).
4 - Love Points:
Interesting visual aesthetics. Simplicity of the presentation of the elements. Clarity of design. Diversity of mechanics.
5 - Presentation of the Narrative:
There is no narrative, so there is not much to say about it (perhaps the game is more like "sport" than "story-based game").
6 - Art Polishment:
The art created by code being polished depends on the addition of details and visual effects (but out of Ludum Dare's time), which could be done (as I see it), without losing the clarity of the design (otherwise, better keep as it is). Some elements (I called blocks) could be analyzed in order to know if they are self-explanatory (the image matches the behavior).
7 - Monetization Attractiveness:
It fits like a casual game to me, for smartphones, monetizing for advertisements. In another sense, the game could fit as a puzzle within a larger game. Or even the sum of your collection of previous games could be sold as a set.
8 - Community Generation:
I do not see directly how to create a community around that game specifically. Perhaps with the continuity of the project, or even addition of narrative, or who knows with the integration of a collection this can be done (if you create a Facebook page invite me to follow).
9 - Cultural Dialogue:
The early art reminded me of some serials (both nostalgic and period). Something "neon", maybe. This may attract players to your game. As for your game to have an impact on the culture, I can not think initially about the path (as a single game). Note: the experience of experimenting was cool, I even invited someone else to experiment and compete (in order to see who could get past the eighth level (I could not)).
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The game aestetics and SFX are quite awesome, and fitting perfectly the mood of the game.
I really think with some more time spent on level design that the jam couldn't allow and a bit of sadism, using all the content you've already made, that could make a really nice and addictive full game.
Great job :)
cheers !