Call Me by MrWarranty
A puzzle game about searching for your signal.
WASD or arrow keys to move. I think everything is working, but for some reason, there was not much time for playtesting. :sweat_smile:
All aspects created entirely in 48 hours by me, Adam Sanborn!
Ratings
| Overall | 145th | 3.483⭐ | 32🧑⚖️ |
| Fun | 106th | 3.5⭐ | 32🧑⚖️ |
| Innovation | 172th | 3.25⭐ | 32🧑⚖️ |
| Theme | 120th | 3.85⭐ | 32🧑⚖️ |
| Graphics | 266th | 2.633⭐ | 32🧑⚖️ |
| Audio | 198th | 2.85⭐ | 32🧑⚖️ |
| Humor | 100th | 2.889⭐ | 29🧑⚖️ |
| Mood | 259th | 2.586⭐ | 31🧑⚖️ |
| Given | 27🗳️ | 37🗨️ |
Thank you @mr-flower ! I'm surprised to hear that you didn't think the theme integration was good, since I thought making the point to find where the cell signal was strongest, but I'm glad you still had a good time with it. Maybe something lost in generational translation? :sweat_smile:
loved it!
I like that first puzzle was very easy to understand mechanic and the complex raise up after each level.
The die sound is so great! (from both sides)
@aou Haha, I assure you it was a toxic relationship. Probably for the best. :grin:
@firewater09 This was happening to me during testing too, which I thought added to the comedy value. :laughing:
@fabelay That means a lot coming from you! I love this creative process. I teach this stuff for a living, so hopefully I can throw something good together once in a while. Even if my art skills are, um, slightly below yours. :sweat_smile:
@richjbaron Thank you! I discovered sound editing a couple years ago for "Wannabe Warlock" and I've just had so much fun with it. The dozen or so sound effects in this game only took about ten minutes to throw together, and then only another ten for the music! And I find that it just makes all the difference in the world in giving a game personality.
@universeflow Thanks! I think taking your time on something like this makes perfect sense. I didn't want any sort of time pressure for the player. Definitely would have liked to design a few more levels and mechanics, but I think each one I have here earns its place. No hazards until Level 3, so you've got at least some chance to consider how it works. One advantage of having the levels all be the same size is that I could just copy one scene to the next and make whatever changes I needed as opposed to burning time making each level from scratch. But yeah, I would definitely do away with the stick-figure backgrounds and integrate backgrounds into gameplay if I were turning this into a full game.
@rafa-fiedo Thank you very much! Sound design is so much fun. :smile:
@loig I know what you mean! I had the game object for the signal spot visible until the very last minute, but my girlfriend said "no, be cruel and make the player find the spot" so it became part of gameplay. :laughing: I'd want to include an "easy mode" where you know exactly where your target is, in theory, but I tried to make sure the bars were visible enough that it was clear when you were close. I also didn't want to make the levels so huge that there would be too many areas to check.
@boltdapikachu234 Thank you!! It's hard to find a good difficulty balance with puzzle-oriented games, especially when you have very little time for play-testing. Luck is probably a factor as much as anything else if the product turns out good in such a short time, but I think just going with a very simple idea and adding features one at a time helps your chances.
The death sound was hilarious too!
@hammeredzombie I believe in you. :grin: There are only seven levels, if that helps!
@haln Thank you! That's a good idea about marking the location once you actually get there. Blame my girlfriend, who wanted it to be more realistic: "You can't really see where a good signal is in real life!" This while I was throwing dogs into holes. :laughing:
~~The green sex tape level drain my brain, i try a lot but i cant succes to heaven / hell.~~
ok i finished it , but at what cost.... i lost my girl .. :/

@frowsyfrog Thank you! I am also surprised to hear that the trigger wasn't happening. I did have a last-minute bug where the numbers on the starting positions weren't set properly on one of the levels, which made it impossible to get to the exact signal positions. (Probably not the best way to handle things but that's 48-hour coding for you, lol.) I thought I fixed all of that, since the game is in a "fixed" state now, but it sounds like something might have thrown one of those numbers off. Hopefully resetting the level corrected the issue for you and you were able to finish!
@roroto-sic :laughing: You were the first person to realize my subtle artistic intent with the green level on their own, so well done, my fellow sicko. If it makes you feel any better about the breakup, the guy initiated it, and they are both toxic as hell. That's why they are tromping around oblivious to everything while on their phones. :grin:
@w2k Thank you! I heard a few people say they thought it was too hard early on, so with more time and more artistic ability I might add some intermediate levels. But I don't think there are any levels that are (significantly) easier than previous ones, so I'll chalk that up as a win for progressive level design! One lesson I learned from a Jonas Tyroller jam video was that it's always good to have different objects interact with each other as much as possible, because it's just more fun that way. So once I had holes and dogs, that fit well for the player to discover... and then I had birds who don't interact with the holes, so that naturally led to a way to get rid of the birds! I'm glad you liked it.
People have mentioned maybe marking locations of the strong signal, but I think it might be better the way it is right now. What I would have added is some sort of *ping* sound on when you actually find the strongest signal location, and maybe a small icon on character that found it, so that it is more difficult to miss. An "undo" button would be really cool - restarting the whole level is fine at the beginning, but once you get to the dogs (poor puppers, by the way), having to restart everything and clear the level again feels a bit too punishing.
The game looks and feels alright. Art style is the finest programmer art, which is always great to see instead of something automatically generated. Nice music in the background and funny sound effects (which mitigated a bit feeling bad about the doggos) also fit pretty well.
Overall, it's a solid compo entry, well done!
The movement and enemies felt very polished, and reminded me a bit of Baba Is You. The feeling of "crap, how do I get out of this situation" when the enemies are running off of your own moves is always great.