Disk Driver by Ethan Kennerly

[raw]
made by Ethan Kennerly for LD 42 (JAM)

diskdriver_screenshot.png

Drive between blocks of memory. Each loop around the disk adds blocks. Inspired by Cubefield.

Changelog Post-jam Aug 18, 2018: - Level: Most columns have some blocks in most areas. - Can steer less than 1 column per input. - WebGL (clear cache to see latest version) uses browser's maximum frame rate and simplifies shader.

Credits - Music: Kristopher Grant - Sounds: Kathy QianQian Jin, Zhaoyu Cui - Models and Level Design: Corey Jackson - Engineering: Ethan Kennerly - Host: GluPlay, the creator of Cooking Dash and Diner Dash

Ratings

Overall 1236th 2.545⭐ 24🧑‍⚖️
Fun 1200th 2.432⭐ 24🧑‍⚖️
Innovation 1272th 1.841⭐ 24🧑‍⚖️
Theme 1214th 2.357⭐ 23🧑‍⚖️
Graphics 1093th 2.476⭐ 23🧑‍⚖️
Audio 509th 3.048⭐ 23🧑‍⚖️
Given 22🗳️ 21🗨️

Feedback

ShockWire
15. Aug 2018 · 02:15 UTC
The biggest issues with the game are its controls and level design. Moving around felt way too sensitive, and it was too easy to slam into blocks when trying to make slight adjustments. As for the layout of the blocks, the main problem is that there is a "hallway" just to the left of the starting position that you can center yourself in to continue for what seemed to me like forever. This made the game too easy when you can just park yourself in one place in the map.

Otherwise, the game can be pretty fun when trying to dodge obstacles instead of going for the hallway and the music is pretty great. With slightly better controls, the game would be great to come back to from time to time. Good job on the game!
Carlos Giraldo
15. Aug 2018 · 03:25 UTC
Good effort but I'll echo what @shockwire
🎤 Ethan Kennerly
18. Aug 2018 · 02:53 UTC
@ShockWire You're right! An input move at least a couple blocks, which limits fine-tuned control. And the hallway requires no input for about 3 minutes.
bennyqbd1
18. Aug 2018 · 03:16 UTC
I enjoyed the look of the blocks. I like how the texture of the blocks worked with the geometry, and I thought the different types of blocks looked interesting together. As for the gameplay, my experience is essentially the same as ShockWire.
The Sand
18. Aug 2018 · 03:23 UTC
@shockwire pretty much says it all.

The obstacles should have been spread out more so that the long hallway didn't exist and to allow the player some time to get used to the the controls. I find the current layout too hard or too easy depending on where the player moves.

The only benefit to the hallway is that I got to sit there and listen to the sweet music.
n00b
18. Aug 2018 · 03:24 UTC
I think @shockwire covered most of it. I would also like to add that there is quite a bit of slow down. There were times were the game would just completely freeze on me for about 5 seconds. I did like the initial gameplay before you find that infinite hallway. At that point you could just go about your day while the game plays itself.
🎤 Ethan Kennerly
18. Aug 2018 · 17:43 UTC
To improve the problems @shockwire mentioned, now in the post-jam version, I edited the level to have blocks on most areas in the first loop. I also let inputs steer less than one column's width.
🎤 Ethan Kennerly
18. Aug 2018 · 18:58 UTC
@n00b If you were playing the WebGL build, in the post-jam version, you can clear cache to play again with smoother frame rate. I removed a frame rate option isn't compatible with WebGL and simplified the shader on the blocks. On my computer the frame rate seemed smoother.
stderr
18. Aug 2018 · 21:14 UTC
Reminds me of an old Flash game I used to play.

Unfortunately I found a column that seems to have nothing in it. :)
Papaver
18. Aug 2018 · 22:11 UTC
The post-jam version indeed improves the controls and the column-problem (although that problem made sure I could listen to the music!). I liked the music! I didn't like the gameplay that much. When playing, you don't really feel the looping around the disk, and it takes a while before the other colored blocks come in. I did like the change of music at that point! Suggestion: add restart-key so that I do not have to quickly change between mouse and keyboard (or give a little more safe space at the beginning of the level), and/or maybe make the two buttons that you have to press to restart at the same location?
ChicoMCastro
20. Aug 2018 · 04:13 UTC
The controls get a little better in the post jam version, keep going!
I found this a little bit tedious when playing on PC, but it seems like to be a good mobile game.
Try to polish mechanics and design a level with more "interest" and "desire to keep playing (maybe challenges)".
RenD
24. Aug 2018 · 08:25 UTC
That's a good start I think but what's lacking imho is a difficulty ramp. The patterns in which the crates appear also seem to be too predictible. I found a spot where I didn't have to move at all and I didn't collider with a single crate. Maybe one additional mechanic could help also, like so pickups that force the player to have short term objectives. Keep on the good work!
Drums
24. Aug 2018 · 22:08 UTC
It took a while for the new item to be introduced, the pacing could be smoothed out. But other than that, it sounded good and controlled well so good job!
Andrei9
03. Sep 2018 · 13:09 UTC
I liked the Graphics, and the Gameplay was fun, Nice Game. :thumbsup: