ZORC by Andrew Deem
In this short game, you control a dual-tasker named Zorc. He can only do two things at a time. But don't worry! With your help, I'm sure he'll get to where he needs to be.
This is my second time doing Ludum Dare (first was LD 33). I was trying to finish this for the compo, but I had to work so I'm submitting it to the jam instead.
I'm a bit of an audio guy, so that's where a lot of my focus was spent in this game (especially the sound design). Platformers are what I know when it comes to code so I just went with that again for this jam.
CONTROLS: LEFT MOUSE BUTTON to grab mechanics, SPACE BAR to open up mechanic menu and progress through story, 'Z' and 'C' keys to use mechanics, ESC key to restart level and quit the game.
I'm opting out of graphics. They're obviously not good and I didn't have a lot of time to work on making them better. If you want to comment about them though, I'd love to read it.
Hope you enjoy my game!
***DISCLAIMER***
A lot of players have mentioned that the mechanics should automatically snap back to their original position, of which I totally agree! I WANTED so very badly to add this in, but I did not have the time. I had to focus it elsewhere or I might not have even submitted this game to the Jam at all. I'm sorry that it is a nuisance, but I hope you can over come it and enjoy my game nonetheless.
This is my second time doing Ludum Dare (first was LD 33). I was trying to finish this for the compo, but I had to work so I'm submitting it to the jam instead.
I'm a bit of an audio guy, so that's where a lot of my focus was spent in this game (especially the sound design). Platformers are what I know when it comes to code so I just went with that again for this jam.
CONTROLS: LEFT MOUSE BUTTON to grab mechanics, SPACE BAR to open up mechanic menu and progress through story, 'Z' and 'C' keys to use mechanics, ESC key to restart level and quit the game.
I'm opting out of graphics. They're obviously not good and I didn't have a lot of time to work on making them better. If you want to comment about them though, I'd love to read it.
Hope you enjoy my game!
***DISCLAIMER***
A lot of players have mentioned that the mechanics should automatically snap back to their original position, of which I totally agree! I WANTED so very badly to add this in, but I did not have the time. I had to focus it elsewhere or I might not have even submitted this game to the Jam at all. I'm sorry that it is a nuisance, but I hope you can over come it and enjoy my game nonetheless.
| Windows | http://andrew-deem.itch.io/zorc |
| Source | http://andrew-deem.itch.io/zorc |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=25356 |
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 3.39 | 446 |
| Audio(Jam) | 4.11 | 42 |
| Fun(Jam) | 2.82 | 783 |
| Humor(Jam) | 2.62 | 536 |
| Innovation(Jam) | 3.69 | 151 |
| Mood(Jam) | 3.63 | 200 |
| Theme(Jam) | 3.76 | 435 |
I hope more see your game because it's very unique. You should take this idea further in the future perhaps.
Nicely Doneee
Anyway, since it's necessary to open the menu and drag and drop icons around to progress, I would say that the "two button controls" theme wasn't well implemented here. It would've been better if you had one action key and one key to switch actions. Also a keyboard controlled game feels weird, when you have to use the mouse in the middle of the level - that might be the keyboard layout issue again, though (since I used two hands on the keyboard).
It's a nice little game though. Nice audio, which creates a nice mood. For a Jam entry probably a bit too less but as it seems you worked alone on it, so it's totally fine.
P.S.: It took me way too long to get the joke with the name of the game... >_>
Great Job.
I think the music, sound-effects and narration all set the mood and that mood in turn really makes the game enjoyable to play. I plan on completing the game fully when I have more time. Good job!
Everything else.... Oh boy.
This doesn't work as a game because there's no way to lose.
This doesn't work as a puzzle because there's always only one thing to do at any given time and the two actions required to do that are obvious.
Here's a short example:
There's a locked blue door to the right and a blue lever to the left.
What to do?
There's only one thing to do -> hit the lever.
Which two actions to choose to do just that?
It's obvious -> Go right action & Activate lever action.
Every level is like that, apart from the "guess the two actions required to activate the exit" level, which is not obvious, yes, but rather arbitrary.
When it comes to puzzles arbitrary is even worse than obvious.
To make functional and interesting puzzles you need to:
- Have more than one possible action to do at any given time.
- Have a system that encourages thinking about which actions to do to solve the puzzle, rather than spamming every possible action.
Keeping those things in mind, here are a few things you could try out:
- A variety of interactable objects in the levels. Every area should have multiple levers, keys, hazards, doors, etc.
- The objects could have interconnected effects e.g. opening a door creates a hazard somewhere else.
- Limit the amount of times the player can change the two button actions, this forces them to think carefully about their choices before acting.
- More actions e.g fly, shield, dash, teleport, shape-shift, travel back in time, etc. Go crazy with these.
I don't think you need to have a way to lose to have a game. That doesn't really make sense nowadays. There are many games nowadays where you don't lose. Stanley's Parable, FEZ, Thomas Was Alone, I could literally keep going on and on here. These games are more experiences to be had rather than an objective to beat.
With that in mind, we get to your second point. At no point in the development of this game did I want to make this a puzzle game. I even admit that these levels are not puzzles, even if others refer to them as such. The "guess the two actions" level was just meant as a fun relief from the usual stuff in the game. But, like I said, I wasn't intending to make a puzzle game here. I was trying to make a gaming experience instead of an objective to beat. I like objective games, don't get me wrong. But the games that stick with me the most are the experience games. And I wanted to share that with others.
I do think adding more actions is a must. I originally had 6 planned, but had to scrap 2 due to time. I like your other suggestions too, except the limiting of changing actions. But it's certainly something I could try.
Thanks for the input.
I don't think having one key to do actions and the other to switch actions would have worked quite well in *this* game, but it would work well in something with less physics. Because the player will need to jump and move left or right at the same time in multiple parts of the game, it would be very hard to do so with the method you have mentioned. And yes, I think your keyboard issue made the mouse play feel weird. It feels very natural to me to play it like it is. But I'm only using on hand on the keyboard. :P
Thanks for the input sir.
Fair enough, I made my own assumptions there.
I'm going to open up a can of worms and delve into definitions. Historically speaking there is no such thing as an objectiveless game. Every non-digital game has a way to win and a way to lose. The usage of "game" as an all-encompassing short-hand for all forms of interactive digital media is an unfortunate side effect of language usage, i.e. laziness.
It is useful to use precise language. I, for one, would not have made these assumptions about your title if it was labeled as an interactive short story for instance.
Here are some labels I use for all kinds of interactive digital media:
- Digital Game (rule-based system with objectives which requires decision making to win)
- Digital Puzzle (rule-based system with a predefined solution which requires logical deduction to solve)
- Interactive Simulation AKA Simulator (rule-based self supporting system which can be interacted with. e.g flight simulators, first person walking simulators, etc.)
- Interactive fiction (general purpose term for interactive forms of fiction)
- Interactive movie (type of interactive fiction)
- Interactive story (type of interactive fiction)
- Interactive short-story (type of interactive fiction)
- Interactive poem (type of interactive fiction)
- Interactive multimedia (when in doubt this one always works. It is very general, but also not misleading)
As for the examples given here's a break down:
- Stanley's Parable - Non-linear first person interactive story.
- FEZ - Digital puzzle
- Thomas Was Alone - Story driven digital puzzle
Try to train your art skills for next ludum dare and you will make a perfect game!
The menu could have been better if you could swap in mechanics without having to manually remove the old one first.
Also the level that has the hint seems to arbitrarily change the established rule of get to end = win. It could be a good mechanic but should be introduced differently.
One tip if you want help players from europe: On the keyboard (except french keyboards) here the z and y is inverted.
So A and D instead of Z and C would be nice.
Oh yeah, and love the name. Z or C, very clever!
You can check out the details here: http://ludumdare.com/compo/2015/12/19/lets-play-ludum-dare-34-episode-01-is-now-uploaded/
But ultimately I'm with HuvaaKoodia on this one, the levels themselves are more of a chore than anything. Everything's already been conveniently settled for you, every step of the solution is in the right order. Despite all the stuff you've gone out of your way to introduce, there's no assembly required.
Just by seeing a level, it's like you immediately know what you gotta do, and then you just have to do it with no surprises or depth ahead. It's endless exposition with no resolution, and once I realized this is how it's gonna be, I didn't bother playing till the end.
Besides that, there's something very repetitive about the basic interaction that peeves me. For a bit of automation, you should be able to drag a new mechanic over an old one. I mean, instead of dragging the old one out of the way first. That alone would go a long way.
I agree that you should be able to drag a new mechanic over an old one. I actually wanted to put this in the game, but I couldn't get it to work just right and had to remove it to focus on other things. I'm sorry it's a nuisance, but the whole click and drag system was something new for me in terms of code. I had never done it before this game, which means I spent an already large amount of time on it compared to an experience dev.
Are you siding with HuvaaKoodia by saying you think my game is in fact not a game? That's fine if you are saying that, but I will have to disagree with both of you. Since HuvaaKoodia's original comment about it, I have thought a lot about the issue. And I've come to the conclusion that it is still a game to me. But, like I said, that's fine if you don't agree.
I'm sorry the levels were not more interesting or challenging to you. I did want to create a more challenging experience, but time got in the way again and thwarted my efforts. I'm still very new at this, and I feel it's a huge enough accomplishment alone that I made a working, functional game in 48 hours. And there's absolutely no reason why this game or a game similar to it shouldn't have more challenges in the future. I'm new at level design, and with the time restraints that unfortunately resulted in boring and linear levels.
Also, a video that sums up my opinion on the "language" issue here:
https://www.youtube.com/watch?v=dgu76ql6FSo