Long Distance by conduit.games

[raw]
made by conduit.games for Ludum Dare 59 (JAM)

Long Distance

cover image.png

A tall game made for LD59.

RUNS BETTER ON ITCH BUT ITCH MIGHT BE DOWN

Ensure your signal reaches the goal without igniting any bombs.

Controls: Mouse (scroll, click)

Hint, use the scroll area to scroll, if needed.

Ratings

Overall 792th 2.808⭐ 28🧑‍⚖️
Fun 721th 2.82⭐ 27🧑‍⚖️
Innovation 343th 3.5⭐ 28🧑‍⚖️
Theme 650th 3.22⭐ 27🧑‍⚖️
Graphics 763th 2.519⭐ 28🧑‍⚖️
Audio 523th 2.788⭐ 28🧑‍⚖️
Humor 572th 2.364⭐ 24🧑‍⚖️
Mood 810th 2.519⭐ 28🧑‍⚖️
Given 21🗳️ 29🗨️

Feedback

Tkap1
Apr 21st · 14:16 UTC
Good difficulty, it was fun (minus the small clicking/scrolling bugs)
MidnightMist
Apr 22nd · 03:37 UTC
So fun!!! Very addicting and a great challenge. Very nice levels and the last one was a really good challenge. I didn't stop till I completed it (I played it on stream [manishagamedev])!! You already know what the feedback pertain to: scrolling was a bit tricky and cursor. Good stuff!
Skyeward
Apr 22nd · 13:35 UTC
Thanks for sharing this on our stream! I really like the idea of having to move around to keep up with the game... Mechanics that bleed out beyond the game are really interesting. Limiting how far you can plan ahead keeps the tension up, and makes for a fun loop. I did run into some bugs while playing, although at least some of them seem to be to do with the Godot Web embed, so they aren't on you.

I believe you mentioned you'd also done a game in the past about resizing the window. Time to go try that one!
hammerfrenzy
Apr 24th · 03:38 UTC
Retry/level advance wouldn't work consistently for me which made it difficult to learn (had to refresh the browser every time).
Cody Raethke
Apr 24th · 03:47 UTC
Interesting idea! I have not seen a mechanic like that before. The game itself was fun, but I found clicks and scrolling both to be a bit inconsistent, which degraded from the experience (maybe platform dependent).

Outside of the last level, I didn't find them too challenging - it might be fun to add another mechanic, like patching a frayed wire to allow the signal to pass through, or having to quickly decide between cutting a wire or letting it pass through.
🎤 conduit.games
Apr 24th · 12:51 UTC
@tkap1 Thanks for playing!

@midnightmist Thanks for playing!

@skyeward Thanks for playing and for the feedback. If you want to see that game, it's here: https://code5037.itch.io/rail-to-scale
It was made for D2Jam which is a fantastic community.

@hammerfrenzy Thanks for playing. My apologies, there are some input bugs in the jam version. I'll get out a post-jam version soon to address these.

@cody-raethke Interesting feedback. These are excellent ideas that would fit the game quite well. If I take it any further, I might try your suggested mechanics. Cheers and thanks for playing!
The Big Lost
Apr 24th · 15:01 UTC
The scrolling levels, the multiplying signals, the paving of the way for the signals – I like the ideas here! Simple, original and well connected to the theme 👍

I felt that gameplay was lacking something to make it a bit more strategical. As it stands now, there's not really any thinking required: Just click the bombs' connections as they appear.
aruseus
Apr 24th · 15:23 UTC
Top score for innovation.

I don't know if it's intentional or a bug that the mouse pointer disappears. Makes it hard to play.
🎤 conduit.games
Apr 24th · 15:48 UTC
@the-big-lost Thanks for playing!

Yep, I wish I had expanded the game a bit more. Maybe I can do this post-jam, but I was strapped for time. This is great feedback though.
🎤 conduit.games
Apr 24th · 15:49 UTC
@aruseus Thanks so much for playing! There are a few input bugs in the jam version. Fingers-crossed that I get a post-jam version that fixes these. Cheers!
ruddiculous
Apr 25th · 22:52 UTC
I can see why this broke Jared... the scrolling is villainous lol. My brain would often tell me "scroll down!" and it would already be maxed out so then i'd scroll the whole window down. AHH! But the satisfaction of completing is real and the simplicity made it easy to run it back and keep clicking. (also the rage from knowing i clicked a trace only to blow up anyway)
🎤 conduit.games
Apr 26th · 01:51 UTC
Aww, shucks, @ruddiculous. Thanks for taking the time to...enjoy my little puzzle game. You know I enjoy my gimmicks.

Time for me to get TellyBuddied!
ColeSlaughter
Apr 26th · 02:52 UTC
[Thanks for submitting your game to stream!](https://www.twitch.tv/videos/2756337981?t=01h19m22s)

The mental damage I incurred from this is likely irreversible. Well done! :thumbsup:
Mastoast
Apr 26th · 20:54 UTC
great entry, with a fun concept.

The cursor icon made it hard to be precise and that can be a bit frustrating some times. Also i ended scrolling on the itch.io page when i was scrolling but already reached the bottom of the game, i think the possibility to play the game in full screen could really help in that way, you should have the option in your itch project page.

Anyway that's a great amount of content to explore the concept, well done
Emsea
Apr 27th · 19:07 UTC
Really appreciate you giving me the opportunity to play this [on stream.](https://www.youtube.com/live/EVIN76_gvMg?si=CgaPF15_oYPlD-Yn&t=13532)

*Full commentary in the VOD.* The tldr: A premise that is captivating and motivates users to try harder. Expanding the screen as the signal continues passed the border is pretty cool, but the scrolling effect that happens seems to be a byproduct of how windows are managed in the operating system. Every time it scrolled, my mouse inputs were crippled, couple that with the precision required to remove sections of the wire effectively, made this incredibly frustrating in the later levels. There is also a lack of consistency with sections of the wire and what is actually removed when it is clicked. I feel something more standard than just a shape contained in a region should provide a better visual language for players to understand. I didn't struggle for most of my experience with this in particular. But the one level I ended on had 8 bombs (or something like that) and was mercilessly destroying my asshole as I was tripping on my inputs and removing more of a section of wire than what I intended.

Overall: the goal is clear and easy to understand. I had a great time until I hit a wall. Totally could see this alongside Minesweeper or Solitaire in a standard collection of Windows games.
justking144
Apr 28th · 13:33 UTC
Very interesting idea, though it did take me a bit to figure out how I was supposed to play it
VenomousMouse
Apr 28th · 15:13 UTC
Very nice idea and overall fun game.
HexStart
Apr 28th · 22:41 UTC
Wow, that last level really was a challenge, but I pushed through. I think it was also the first one I actually started cutting anywhere else than right by the wire, to try and buy myself a bit more time before an upcoming section. The core gameplay is simple and effective, but it does suffer from scrolling issues that others mentioned. I was wondering what if the scroll wasn't handled on the window level, but within the game itself. On one hand, it'd allow for much smoother controls, on the other - the game would lose some of its charm of "real" scrolling. Nevertheless, even though you're fighting with how your system handles windows and scrolling, you can still get better at it - and feel fulfilled after completing the game ^^
Euler Moises
Apr 30th · 02:58 UTC
It was truly a great journey. :)

Interesting idea. I confess I got angry many times, either because I scrolled in the wrong place or because the click didn't work (I don't know if it was a bug or if I was really clicking in the wrong place). But in the end, everything worked out. There's nothing like a game to train your reflexes.

Great execution. Even with good sound effects, I missed music. Even if it was something silly, slow, and looping to keep my head focused.

Is there a way to make it fullscreen? I couldn't find where.

I even imagined this game in 3D. What despair!

Congratulations!