Bonding Bad by diptoman

[raw]
made by diptoman for LD 40 (JAM)

Bonding Bad is a Spacechem-inspired puzzle game about binding atoms into molecules to form specified structures!

Basic Controls: Left click to place things on grid. Right click to delete things from grid.

Further controls/instructions in-game.

BondingBad.gif

More screenies!

SMenu.png

S0.png

S1.png

S2.png

Made by Diptoman Mukherjee (programming / design), Pranjal Bisht (art) and Joel Montpetit (SFX) for #ldjam #ld40

Ratings

Overall 140th 3.896⭐ 26🧑‍⚖️
Fun 61th 4⭐ 26🧑‍⚖️
Innovation 330th 3.458⭐ 26🧑‍⚖️
Theme 1034th 2.696⭐ 25🧑‍⚖️
Graphics 415th 3.74⭐ 27🧑‍⚖️
Audio 132th 3.833⭐ 26🧑‍⚖️
Humor 888th 2.175⭐ 22🧑‍⚖️
Mood 729th 3.087⭐ 25🧑‍⚖️
Given 22🗳️ 21🗨️

Feedback

Pecolyte
04. Dec 2017 · 11:50 UTC
Cool design! Need some revert function, pipes fail to link sometimes.
elZach
04. Dec 2017 · 12:24 UTC
This is a pretty dope puzzler. I liked the easy pace you got the player into the game.

The visuals have a nice clean look and the audio does it's thing.

I've spent some time on the game and got to the part of forming a square - due to sleep depreciation it just wrung out my brain the wrong way - but I'm sure to get back to it at a later time. Great Work!
🎤 diptoman
05. Dec 2017 · 03:56 UTC
@pecolyte : I haven't encountered pipes failing to link, but in case you meant "revert" as in undoing/deleting things from grid, you can do that by right clicking. :)

@elzach: Thank you! The square one is probably the hardest level in the game - there's basically no proper difficulty curve - didn't have time (hence made all levels are available from the beginning hahah).
stevenjmiller
05. Dec 2017 · 04:39 UTC
Really fun game, having a leading molecule rather than waldos was a cool twist on SpaceChem and made for some interesting puzzles. The music was also incredible. I would love to see this expanded with some more difficult levels and mechanics.
deathray
05. Dec 2017 · 04:45 UTC
Really great game! The first few levels were a great guide, and the slight changes to each level made it very engaging. This could definitely become a marketable game.
Matthew Foley
06. Dec 2017 · 00:46 UTC
Great game! Somewhat complicated and could do with more guidance at the start, but its a game jam so I know thats not always possible. Great game still and I hope you continue with it :)
Alchemic
06. Dec 2017 · 05:17 UTC
Nice twist on SpaceChem's mechanics!
Gruhh
09. Dec 2017 · 15:46 UTC
Great puzzle, congratulations on the game and the soundtrack!

Ótimo puzzle, parabéns pelo jogo e pela trilha sonora! :flag_br:
zeu31
10. Dec 2017 · 20:46 UTC
Great game! Interesting mechanic and good level design.
Steve Johnson
12. Dec 2017 · 20:59 UTC
OK wow some real game design work! I truly enjoyed my time figuring out puzzle solutions. The assets were at just the right quality, though I would have appreciated some music.
🎤 diptoman
13. Dec 2017 · 01:54 UTC
Thanks guys! Appreciate it!

@steve-johnson There's a lot of (original) music in there! Were you playing the web version? Maybe it just didn't load?
Steve Johnson
13. Dec 2017 · 04:51 UTC
@diptoman Yeah, web version.
kleinzach
14. Dec 2017 · 23:38 UTC
That was a very nice and well polished game. I would say that it was a little too easy to just brute force it. One of the things that I really liked about spacechem was that it forced you to make something that worked cleanly and worked multiple times. It doesn't seem like there is much of a reason to not just "cheese" every level when instead there should be interesting patterns to look for with every given starting situation. In any case I enjoyed it, especially that you took the time to make menus look good and to have music.
SecretPocketCat
19. Dec 2017 · 11:43 UTC
Definitely getting the Zachtronics vibe only missing the stats/optimization goals.
I especially like the music and the super nice clear/in animation.
saintheiser
25. Dec 2017 · 06:29 UTC
Reminds me spacechem...
🎤 diptoman
25. Dec 2017 · 11:08 UTC
@kleinzach: Part of that is having symmetric designs (which we didn't have here), and how the levels were made. Essentially when we're on a time constrain, we make levels by reverse engineering from a solution (aka we lay down a path, see what it produces, remove the path). That doesn't make for the smartest levels, and usually things like these can be brute forced. So yeah, makes sense. Thanks for playing!

@saintheiser: It is Spacechem-inspired, yes. :)
Jupiter_Hadley
05. Jan 2018 · 00:05 UTC
Nice graphics, well made game! I included it in my Ludum Dare 40 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=AdHqgfn9vOI