The Moore Contingency by Greet

An engineer must go deep into the depths of a super AI gone wrong and put an end to it.
Isaac Aran is a computer engineer in a far future, where technology has evolved so much and become so big, but still get obsolete faster and faster. The supercomputer components must be manually plugged in to shut them down. Dive in with your cable, place beacons along the way to lengthen your rope, and connect it to the AI critical points.



Staff - "Plancha Corp"
- Agloo - Cover 2D
- Amalia - Environment Art
- Atom Mattelaer - 2D art and UI
- Gregoire Duflo - Level Design / Lighting
- Guillaume - Sound Design Composer
- Olivier Brissez - Development
- Hugo Beaucamps - Development
Bindings
Move your character using AD or left and right arrow key.
Adjust rope length with WS or up and down arrow.
Jump with space bar
Place new beacons with F or Control.
Use escape to go back to the level selection screen.
Play
Play it on itch.io!
or
Download the zip file Unzip Launch .exe Enjoy it !
FIX 01
- Added webgl build
- Fixed missing wall tile in level 3
- Binded escape key to return to main menu
- Fixed main menu appearance
| Link | https://greet.itch.io/the-moore-contingency |
| Link | https://github.com/PlanchaCorp/LD48 |
| V1.0 Initlal Release | https://greet.itch.io/the-moore-contingency |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-moore-contingency |
Ratings
| Overall | 910th | 3.519⭐ | 28🧑⚖️ |
| Fun | 1090th | 3.231⭐ | 28🧑⚖️ |
| Innovation | 403th | 3.673⭐ | 28🧑⚖️ |
| Theme | 1423th | 3.212⭐ | 28🧑⚖️ |
| Graphics | 867th | 3.722⭐ | 29🧑⚖️ |
| Audio | 824th | 3.3⭐ | 27🧑⚖️ |
| Mood | 1001th | 3.442⭐ | 28🧑⚖️ |
| Given | 72🗳️ | 30🗨️ |
Nice concept, and good game design !
That aside, the rope mechanic is quite enjoyable - it reminded me a bit of using the Ninja rope in Worms :)
I also struggled with figuring out beacon placement, but I think the core problem was that the black (passable) tiles look a bit too much like the background.
But once you figure out all these little details, this is actually a charming game with a very cool aesthetic and a unique mechanic. Well done!
The maniability can be really frustrating by moment, combine with the saw's hitbox which are really big it made me almose ragequit on the latest level
I see on the comments the ideas of checkpoints, and I feel like it could be a great addition too, especially on the last level. Level selection is a good implementation too.
Overall nice job from your team :D
Nice art and sounds too, congrats!
Some of the levels were a bit too long, and with dying starting you back at the beginning of the level, it feels very punishing. This could be mitigated by checkpoints, as others have said, or making the levels shorter.
With some polish this is a really nice game, great effort from everyone involved!
The art style, music and sound design were all well suited for the futuristic, sci-fi theme of the game. I think that where it really shines, though, is absolutely in its unique mechanic of controlling the character. When starting off, the controls were a bit tough, but it didn't take too long to get used to them and to get your character swinging about. When properly understood, the controls were quite satisfying and very fun! The level design allowed the player to gradually build up this understanding, and also provided enjoyable challenges that expanded upon this distincive concept of movement.
I ran into a couple of strange situations when playing. I got stuck once on the side of a wall, not being able to move for some reason:

There were also a couple of times where the rope disconnected and I started running around freely. It didn't seem to be possible to reconnect to the beacons with the control key. Perhaps this was intended though?

Lastly, using the control key to place beacons meant that I accidentally pressed a couple of key shortcuts which paused the game (such as control-s or control-d), since I was playing in a browser.
These were only minor issues though, and overall I really enjoyed playing through the four levels that you put together! Well done! :smiley:
I was unable to figure out the control scheme particularly well, but I think this is partially due to the physics of how it works--for example, sometimes you have to push the W/S key for a long time before the rope will actually start to change length. Other problems I had include shooting out with a bunch of momentum after holding down S right after placing a new beacon--it seemed like I would sort of slide along the ground but then suddenly be able to extend the rope, and it would come out all at once, or something?
I think that the question of checkpoints is also worthwhile. It can be rather tedious to lay out all the ropes and then have to restart. That said, I think that the system as it stands is not really wrong as it essentially requires care and mastery of the rope system--and that's not a bad thing. It's just not what I find fun, I suppose.
So yeah, overall, a pretty nice platforming game.