lotor by torcado

there is no level. or is there?
start with nothing, build a stage, and get to the end. but what are you even placing?
== controls ==
escape to pause
editing
click to place objects
enter/space to begin playing
playing
wasd/arrow keys to move
w/up/space to jump
r to reset
you start with 3 retries. if you cannot beat a level, hit escape and click "retry level"
you lose when you run out of retries. see how far you can get!
| Youtube | https://torcado.itch.io/lotor |
| Youtube | https://torcado.itch.io/lotor |
| Youtube | http://torcado.com/LD45/html5 |
| Youtube | http://torcado.com/LD45/ |
| Youtube | https://www.mediafire.com/file/dct2igrv95u5e09/ld45c.stencyl/file |
| Original URL | https://ldjam.com/events/ludum-dare/45/lotor |
Ratings
| Overall | 5th | 4.302⭐ | 55🧑⚖️ |
| Fun | 16th | 4.047⭐ | 55🧑⚖️ |
| Innovation | 5th | 4.413⭐ | 54🧑⚖️ |
| Theme | 1th | 4.708⭐ | 55🧑⚖️ |
| Graphics | 56th | 4.011⭐ | 47🧑⚖️ |
| Audio | 110th | 3.5⭐ | 46🧑⚖️ |
| Humor | 89th | 3.291⭐ | 45🧑⚖️ |
| Mood | 116th | 3.591⭐ | 46🧑⚖️ |
| Given | 12🗳️ | 18🗨️ |
(1) it needs to have some way to reset the level entirely, because you could fill the entire level up with blocks / hazards and have no chance of completing it. in the first level it's not a big deal, but in later levels it's a hassle to have to redo the entire game because you placed random hazards in a way that was unwinnable.
(2) it would be nice to know what the next thing you're placing is, but i understand if the surprise is part of the game design.
(3) i really like this idea but it definitely needs some form of in-game tutorial. like make a first level that gives you the star, the cat, and a few blocks, and have it display the "enter" key on screen to let players know they need to press it.
overall really cool. if you fix the bug where i can't reset the entire level, i'll give you more stars
there is a 'retry level' button on the pause screen, in fact this is the main aspect of the objective of the game, being that you get 3 'lives' (retries) with which you attempt to get as far as possible until running out. This is mentioned in the description under the game
yes, not being able to see what you are placing is integral to the design. so much so that it is implemented as its own mechanic in the form of a powerup, allowing you to see the pieces you are placing for a certain amount of time.
the first level always contains only blocks, and the second only blocks and spikes, by design. Pressing enter to start the level is also described in the info below the game.
:thumbsup:
Minor nitpicks:
- I think showing what level you are on as a transition to the next level would be a nice touch to show how far I've progressed. I understand that its also in the pause menu, but I think having something more direct would be nice.
- Since you are a cat, why not 9 lives instead of 3? :smirk_cat:
Well done!
ok ... a block ... oh, a thorn ... trap ... laser ... bombs ... oh, the cat! ... oops, I'm surrounded! hahaha

1. fair point! that would be a fine addition
2. not a cat! 🦝
the abilities to see what you're placing or remove blocks felt like they were also rng, and i feel like if anything could be made more strategic, it would be having these be more intentional (e.g. getting one after every X things placed)
However the whole idea is unbelievably well executed. This is potentially a real releasable game with an aesthetic similar to Baba Is You's.
The amount of new mechanics that comes one after another is impressive. Wished there was music tho, although the sfx were nice.
The bonuses on the placing phase (seeing what we can place, removing objects) is well-thought and even if rng-based is ok I believe it could be bonus-objects we could collect in previous levels and thus use them willingly in the placement phase.
what do you mean by "restart a level"? if you mean retrying an attempt at beating a level, you can simply press 'R'. if you mean retrying an attempt at building a level, you can press 'Escape' and click 'retry level'