Master The Space by nenas
Ludum Dare:
This is JDA's submission to the ludum dare 42 game jam. It is our first submission to the jam. The theme of the jam is "running out of space".
Story:
After the universe has collapsed, a big black hole arose. Planets were shattered into small pieces and are attracted by the black hole. If the pieces won't get assembled to planets by a space master, they will be lost. Your task is to assemble the pieces back together, before the black hole can strike.
Game objective:
You have to put pieces from the same planet (same texture) together. If you put together 5 pieces (20 tiles) from the same planet and they touch each other the planet is assembled and disappears. When the planet is assembled, you get a point for every tile that touches the tile of another piece, so fit them together without creating any holes.
The black hole strikes if you didn't place a piece fast enough. When it strikes, it takes away your space and every piece that was placed on that space. So keep in mind to place your pieces fast enough.
Controls:
Moving the active block: wasd or arrow keys
Rotating the active block: q (left), e (right)
Lock the active block to its current place: space
Play sound: u
Pause sound: i
Volume: o (up), p (down)
Next track: j
Used Frameworks:
- libgdx
- piskel
- gimp
- abundant music
| HTML5 (web) | https://nenasdev.itch.io/master-the-space |
| Other (platform) | https://nenasdev.itch.io/master-the-space |
| Windows | https://nenasdev.itch.io/master-the-space |
| Original URL | https://ldjam.com/events/ludum-dare/42/master-the-space |
Ratings
| Overall | 883th | 3.119⭐ | 23🧑⚖️ |
| Fun | 789th | 3.025⭐ | 22🧑⚖️ |
| Innovation | 616th | 3.143⭐ | 23🧑⚖️ |
| Theme | 508th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 992th | 2.8⭐ | 22🧑⚖️ |
| Audio | 563th | 2.947⭐ | 21🧑⚖️ |
| Mood | 916th | 2.7⭐ | 22🧑⚖️ |
| Given | 19🗳️ | 21🗨️ |
But other than that, neat concept, and nice planet textures.
I think this game is pretty addictive! Time you have is lower every time so that makes it more dynamic.
I liked it! :smile:
I was surprised it has more than one main track which sound pretty nice!
Initially, I was very confused. I had no idea what was the goal, what are the controls, nothing. And no, I didn't read the game description here on LDjam or itch.io. You should not expect people to do that. I then opened up the "help" section of the game, but that didn't contain instructions on how to play the game either - just the controls which were of not much help. I then randomly got pieces of same color together and they cleared out.
The game ramped up very slowly. I think one run of a game in this format should take about 1 minute to play through, 3 if you are good. My runs lasted usually around 6 minutes, which is just far too much. I cannot think of a better example right now, but a game from this LD [Seasaw](https://ldjam.com/events/ludum-dare/42/seasaw), which I think is in the similar style of "time-limit-based high-score puzzle action game" does this really well - I just wanted to keep returning and try to up my high-score. The time limit there is set to exactly 1 minute, and it is just enough. I know setting hard time limit may not work with this game, but you could set other things to get closer to that mark. I think time bonus for placing pieces could get smaller (or if it does - get smaller faster).
Another thing - feedback. That is an important thing in most games. You need to let the player know when he did things right and reward him. Placed a tile adjacent to same color? Play a small rewarding sound and make the tiles glow a bit! Player cleared some blocks? Play a sound, make the blocks explode, add fireworks! It may seem like it takes long time, but for example graphical effect of coins in my game took me exactly 30 minutes to make, and it was so much just because I wanted fancy stuff like gravity and the coin rotation (which you don't need). And I think they look alright and reward the player. Also, the "active" block should be visually distinguishable from the others. There is a great talk [Juice it or lose it](https://www.youtube.com/watch?v=Fy0aCDmgnxg) that explains these concepts very nicely.
Next, the timer. I think it is an important enough timer that it should be more visible. Also, visual timers > text timers. A bar at the bottom that counts down until the next black hole. Blocks at the edges slowly getting darker. Pie-chart timer in the background. A timer with at least one decimal place displayed just above the block. The possibilities are endless. Also, this way it would be more obvious that you get extra time for placing blocks.
I didn't really get the "story". It was very unnecessary and didn't make sense. Black hole... but it is around the play area? It doesn't even attract anything. And... I make planets... which are not round? From pieces that randomly appear from nowhere? I would just scrape it. It is obviously duct-taped to an abstract game because "like, space, get it?".
Phew, that was a lot of things to cover. It may seem like I didn't like the game, but I really enjoyed it! The core idea is very fun and engaging. Hope I helped.
The only thing I had to do in the project was setting the resolution in the html subproject.
I cant help you with the arrow, I also dont know how to remove it.