Space Box Rescue by udo



Space Box Rescue
This game is a Sokoban-like where you have to rescue some boxes. Easy enough!
How to play
Use the W, A, S, D keys to walk around. F to undo your move, R to reset the level.
There are 10 levels. First play-through should take about 5-10 minutes. A new game mechanic is introduced in level 8, in hindsight I should have worked it in earlier or made more levels...
About the online version: I only really tested it on Chrome, it should work on Firefox, but it most certainly won't work on Safari or Edge/IE.
Thank you ccCam from the #ludumdare IRC channel for testing the Linux version!
* This is a puzzle game, it requires some patience - if you quit at level 4 you're missing out! If this game traumatized you, please drop by the #ludumdare IRC channel on afternet.org *
How it was made
- Three.js (WebGL)
- JavaScript
- Audacity for sound effects
- Logic Pro for the music
- features the stone slabs in my driveway as a texture :wink:
Post Compo Changelog
- scoreboard display bug
- took out level 2 because it was superfluous
- fixed a bug that caused two sound tracks to play simultaneously sometimes
- added button text to the top bar, because people kept accidentally restarting the game from level 1
Post Mortem
Post Mortem / write-up here: https://ldjam.com/events/ludum-dare/42/box-rescue/space-box-rescue-postmortem
Ratings
| Overall | 50th | 3.957⭐ | 37🧑⚖️ |
| Fun | 71th | 3.857⭐ | 37🧑⚖️ |
| Innovation | 227th | 3.443⭐ | 37🧑⚖️ |
| Theme | 207th | 3.857⭐ | 37🧑⚖️ |
| Graphics | 130th | 3.829⭐ | 37🧑⚖️ |
| Audio | 108th | 3.574⭐ | 36🧑⚖️ |
| Mood | 91th | 3.571⭐ | 37🧑⚖️ |
| Given | 11🗳️ | 17🗨️ |
I commented on the #ludumdare IRC channel alread, but let's leave a comment as well. I liked the music which set the mood. Indeed, level 8 was quite late for a new mechanic but I really liked the element anyway. It gave some additional pressure and required to think about how to control it. The final level had a yet another new thingy which needed new tactics.
You said that the first route is probably optimal, so yea, maybe the levels could have some more complex routes. Additionally, level 9 is significantly easier than the one before it, so the order could be changed or level 9 deleted. However, for some levels I have no idea if I managed to find the optimal route. I played through the game twice and here's my step counts for each level for the second run, asdidn't note them at the first time:
5,10,10,26,44,34,36,11,4,36
(Unfortunately, I'm not entering LD this time so I can't rate :< )
I think it's okay to sometimes have a "breather" level that's easier than the one before, but overall I think you're right. Puzzle design and flow could be vastly better. In the end there was not enough time...
Overall a good entry with more potential to be unlocked.
The puzzles themselves are so good. Great level design and great core game mechanics. The mechanic introduced at level 5 or so is genius and makes the gameplay so interesting.
I was thinking that it would be cool if you could push two boxes in a row, and there would be a special kind of box that could *not* be pushed this way. Would have opened up some interesting level design possibilities, where you have to line up many boxes in a row in order to efficiently push them all at once.
The music is really good, kind of dreamy and spacey. I just wish it didn't restart when you restart or complete the level. Speaking of restarting the level: THANK YOU for including the hotkey to restart. Much appreciated.
I also love the visuals, particularly the bloom. And the smooth way the character moves from one square to the next is :ok_hand:. Nice work there.
The leaderboards are a GREAT touch, thanks for including those!
One complaint I have is that I wish the "you can't go there" sound only played once if I hold the key down. It gets pretty annoying :P
Some technical questions: what's the "engine"? I see you used a lot of OS libraries, but is this something you've been working on for a while or did you throw it all together for LD? Additionally, the game appeared to run in a fairly low resolution. Is there a way to force it to run at my native screen size?
All in all this game is so FUN!!! You should be SUPER proud of what you've created. And in 48 hours, holy cow. I just wish it was longer :smile: I really sincerely hope you keep working on this post-jam and polish it up, I would buy/play the shit out of an expanded game. Maybe it could even have larger levels where the camera pans to follow the character?
Thank you for making Box Rescue!!
It's a cute and fun puzzle game with nice sound effects and unique graphics. Well done. :)
@flower thank you :smile:
@cheetahcat a day more would have made a huge difference, though... that reminds me: still gotta post the timelapse!
@iamsodarncool Thank you for the detailed feedback! Yes, I thought about more mechanics, but I suddenly ran out of time on Sunday, that's also why the difficulty curve is a bit off.
About the music: at first I just exported each instrument from Logic Pro into its own track, because I wanted the game to mix them down dynamically. However, due to limitations of web audio, I never got this to work without horrible glitches. So in the end I took the song and mixed down/baked a couple of versions of it, literally in the last few minutes before submission. But yeah, limitations to the audio portions are mostly down to the fact that it was a rushed "fix" in the end. I forgot to mention in the description that I used howler.js, which is a pretty minimal web audio playback library.
About the "engine": there is pretty much none, it's really just Three.js (which is a webGL renderer) and some very minimal glue code I've kinda been accumulating during the last LDs. It's available on Github as a starter package, but I'm hesitant to post it before it's properly documented. What the starter code does is taking care of the boilerplate to set up the scene (apart from some things that I didn't use in this game, like my own pathfinding lib and such). It also doesn't yet contain the effect pipeline I used in this game.
So my philosophy is pretty much hacking this together for each LD, which of course isn't very sustainable. But in the end, this isn't a very complex game either (have a look at the js/game.js file if you're interested, it's a horrible mess, but apart from the levels file js/levels.js this is pretty much the core).
I think I'll make a proper write-up later.
Hehe @rexpeppers we will see, I'll have a look tomorrow :wink:
Also the game is pretty challenging. I haven't played many challenging puzzle games nowadays, I missed that. The difficulty progression could be hard to other people, but I like it a lot!
As for the graphics, they were not terribly interesting, but it was clear what was happening. Still, I wonder how this would have turned out in crisp 2D :)
About the music, it was supposed to be better, but there's a whole story behind this salvaged version of it in the Post Mortem...