Hope Falters by Jeremy Ryan


The game
Rush Hour meets crossword puzzle! It's a familiar sliding block puzzle, but blocks can be reshaped or combined as long as they spell valid words. Win by getting HOPE to the exit.
Note: performance is poor in web. For the best experience, download the Windows executable.
Credits
Everything was made by me in 48 hours for the Ludum Dare 54 Compo. The game was ported to web with PygBag after the jam period, with improvements to caching and performance to work in browser, but no gameplay changes.
Code: Python with PyGame (some base code for buttons and file management)
Art: Paint.NET
Sound: SFXR, Audacity, MuseScore, and an unjustifiable desire to write music in 7/4 time
Fonts: Brown Bag Lunch, Rudiment
Dictionary: I started with this list of English words to check word validity, but removed a number of profanity or uncommon words that were getting in the way of the puzzles.
Design your own level
All the levels in this game are text files, so you can make your own in Notepad if you're running from Windows! Simply open up levels/level_1.txt and make your changes, and it will replace the second level in the game.
If you end up trying this, please leave a comment with your level. I'm eager to play some that I didn't design!
Split the middle <-- Level name
worth <-- Comma-separated list of hint words
...............
........W...... <-- Periods are empty tiles
........O......
........R......
........T......
HOPE....H.....* <-- Asterisk is the exit tile
........L......
........E......
........S......
........S......
............... Pipes | make immovable blocks
:joystick: Play the game (Web/Windows) :joystick:
Ratings
| Overall | 1th | 4.618⭐ | 36🧑⚖️ |
| Fun | 9th | 4.235⭐ | 36🧑⚖️ |
| Innovation | 3th | 4.706⭐ | 36🧑⚖️ |
| Theme | 76th | 4.103⭐ | 36🧑⚖️ |
| Graphics | 31th | 4.265⭐ | 36🧑⚖️ |
| Audio | 1th | 4.397⭐ | 36🧑⚖️ |
| Mood | 1th | 4.647⭐ | 36🧑⚖️ |
| Given | 11🗳️ | 19🗨️ |
https://www.youtube.com/watch?v=gZ-M1dcl__g
And giving the players the ability to make their own levels- absolutely brilliant. So yeah- I had to do that. I tried to make all the words depressing, but it's pretty tough to do that while still making a tricky puzzle. Anyway, Here you go:
```
Break
None
...............
...W...........
...I.......YOU.
...T....S.A....
...H....I.I....
HOPE....N|ROPE*
APART..|G......
........LOST...
....O...E......
....N..........
....E..........
```
I honestly had a lot of fun making this level. And might I add- making levels for this is difficult! Not because the format is weird- no, placing everything is easy, but actually designing the puzzles for this was a lot of work!
And here's the solution to my custom level:
## Spoilers
https://www.youtube.com/watch?v=E0qDsRHvJ-I
One interesting design problem is that the problem space is so big --- it's like a game of chess, where you change one move and the game becomes totally different. I playtested with a couple friends during the jam and had to strategically change some words or add extra blocks to prevent particularly troublesome red herrings.
All that to say --- I managed to solve your puzzle in a *completely different* way with the word "hout".
# Spoilers for 100th_Coin's custom puzzle

There were a number of "cursed words" in the giant txt of English words I used that I had to individually remove because they broke puzzles or would confuse players - but clearly missed "hout", "ish", and likely many others.
Thanks for making a level! It's always really cool to see other game designers riff on a puzzle system. Maybe as a post-jam project will make a nicer method for making and viewing player-made levels.
I ended up playing it for way more than I expected to create a custom level alongside a friend, which we promise is possible (we swear on everything that's important to us):
```
Test Area 112
PEAR,YEE,HEE,REP,PAV,DAN,HAND,DOPE
.........G.....
.........R.....
.......H.A.....
.....B.G.VHD...
....DAN..IEEA..
HOPE.N...TY...*
.....AE..Y...E.
.....N.......S.
.....A.....P...
...PE.R........
...........DO.E
```
Anyway, awesome entry!
This game is like peering into a deep well of wisdom and beauty. It's hard enough to create a good game that fits well within the confines of the LD prompt, but it's more remarkable still to make something that *creates meaning* within those confines. Such a simple concept like "freeing hope from obstruction" is profoundly beautiful, and using other words to do so is a perfect match.
I'm very happy to be able to contribute to puzzle making. It really highlights what these Jams are about, so thank you. Here's my level:
```
Assembling Truths
Truth,Brash
.............B.
BELI.TLE.......
....T.IMAGE..L.
....E.E....M.I.
..L.A.A....O.E.
..I.R.N....T.F*
..F.SR.SH..I...
..E.B......VP|.
.F.AA.....R....
....R.|...U.T..
....E.....T.H..
```
P.s. I still play Holding Out sometimes.
# Spoilers for Frogman's custom puzzle

@jdeedubs Thanks for the kind words; I went in a very different direction than most of my past Ludum Dare games, but I'm happy to see it resonated with people! I forgot exactly what steps I took to beat your puzzle, but this is where I ended up:
# Spoilers for JDeeDubs's custom puzzle

This one was particularly interesting in that you don't even *start* with "hope." In hindsight, there's no reason why you need to, although I designed my twelve levels that way.

Anyway, thanks for checking it out! Making this level was still a blast.
P.S. In the end you are stuck with thank you from developer (which is nice) and your Hope which you cannot move further (which is sad :cry:)
P.P.S. Also huge Play the game link is misspelled and doesn't work.
And @n-feofentov, I just fixed the link... good catch!
It is obvious you have been doing game dev for quite some time : )))))
Great job!! I have nothing to add...
PS: performance was perfect for me for the web version :)
The comment about level design is interesting because most of the people I've seen play have struggled a lot more with "Nothing is impossible" and "Theseus" than "Open-ended."
Of course, everyone's brain works differently and that makes balancing puzzle games really hard (and playtesting is only useful if the person has never seen the level!). I did make some changes to Theseus and to Open-ended partway through the jam after preliminary playtesting, mostly by adding obstructions and changing out words to avoid red herrings.
Glad you still enjoyed it and made it through to the end!
I really like the difficulty progression. Theseus was a great finale! I didn't get stuck on it was much as some of the other levels, but being able to exercise my mastery over the mechanics felt great.
I made a strange level that breaks certain assumptions, but it seems to work okay:
```
Tea and Pie
Stew,Fae
.MANLY...CAFE.|
...TEA..AND...|
.SHOW....PIE..|
..............*
```
Really enjoyed playing everyone else's custom levels! I'll have to come back in a while to see if any more get made.
The music and art was beautiful and really elevated what was already a great game.
I found it got tough maybe a bit too sudden, noticed when I played I got stuck on Nothing Is Impossible. The use of a hint button was great too. Think I just needed more time and is a game that keep your noggin ticking for plenty of time.
Had you come across a word puzzle like this before> or you make it up? it was pretty sweet. Nice aesthetic too.
All in all quite impressive - as usual -, for a compo submission, and support for custom levels is a cherry on top. I also enjoyed reading the comments here with the additional levels.
In the arc of your LD submissions, this one seems to circle back all the way to Fade, which was the entry that made me start following you. You're an inspiration, keep up the great work!

@pious @nick-baggett @daxtear @alexascher @vidarn @jordantanner Thanks everyone for playing and for the feedback!
@ditam Glad you liked the "deep breath" level --- I decided to throw it in at the last second and wasn't sure it would translate well. I don't think the graphics were inherently a scope reduction to fit everything into 48 hours - I mostly had a hard time picturing "looks" that would fit well with a board full of letters.
@honest-dan Thanks for playing and for the feedback! Of the twelve levels, there are really only three "hard" ones --- "Nothing is Impossible" being the first. Puzzle games are obviously very tricky to balance on jam timelines, and the difficulty curve seems to be hit-or-miss from other feedback. I haven't made a true puzzle game since LD43 so all the feedback is very helpful for next time!
> Had you come across a word puzzle like this before> or you make it up?
As far as I'm aware, it's original --- I haven't specifically played any word games like this. But I don't play a ton of word games, and this is a pretty straightforward concept, so I also wouldn't be surprised if somebody has done it before!
Smooth gameplay and good level design and game design!