1000 Shells by MabraX
Description
This game is puzzle-centric. The solutions of the puzzles can become unstable if you allow the shells to create more. Enjoy discovering the rules by playing it!!! Good luck!!! :v:
Instructions
WASD: Player movement. The character only walks forward so you need to rotate before you can move in a different direction.
Esc: Pause menu
R: Restart level
Arrows: menu movement Enter: menu selection.
Assets
Music Created using WolframTones (https://tones.wolfram.com/)
Main character model: Jammo Character. You can find it in the Unity Asset Store.
Turtles model: RPG Monster Duo PBR Polyart. Unity Asset Store.
The monkey head is the famous Suzanne from Blender.
Beware of Unstable charged Shells!!! :v:

| Link | https://mabrax.itch.io/1000-shells |
| Link | https://mabrax.itch.io/1000-shells-webgl |
| Original URL | https://ldjam.com/events/ludum-dare/49/1000-shells |
Ratings
| Overall | 1334th | 3.009⭐ | 55🧑⚖️ |
| Fun | 1340th | 2.783⭐ | 55🧑⚖️ |
| Innovation | 726th | 3.321⭐ | 55🧑⚖️ |
| Theme | 1444th | 2.453⭐ | 55🧑⚖️ |
| Humor | 1027th | 2.488⭐ | 43🧑⚖️ |
| Mood | 1328th | 2.677⭐ | 50🧑⚖️ |
| Given | 66🗳️ | 51🗨️ |
The puzzles are fun to figure out! "Crossroads" especially gave me trouble. The music is really, really good, and I love how you have a new random track each time. Very upbeat. I also love the little dance the guy does when he gets a trophy :) well done!
@albyk, @edevjogos, @lucasglass thank you for taking the time to understand the rules. One thing we acknowledge is that the difficulty increases too fast (in our opinion, of course). Thank you all!!!.
Really great job!
@geckoo1337 thank you for playing the game.
Even though we did not model the character and turtles, we try to come with a good color palette and post-processing effects to give this look and feel.
When i start the game i have no idea what different lines or even the colors on the character stands for.
Controls are weird also while i can choose the direction up or down by pressing W or X, but i can't press D to look "behind".
The hostile character is not giving feedback from the hitting light, but it is normal for now while the game is on testing level.
There character with lights is illogical; the lights don't seem to come from anywhere (This feature still not necessary for now while the game is on testing level, but at least there could be some instructions. Also while the character has walking animations but rotating does immediately is not good)
Levels are so difficult straight from the start, i can't get the "AAAH" experience as in tutorial experiment.
The dancing movement feedback (imo) is not on the same level what player just have done; e.g. the appear would be relevant if player beats bunch of players in a challenge or beats the entire pack of levels, the stretched animation part would be epic for the completed feedback.
And on level 3; suddenly THE SAME LOOKING HOSTILE characters start moving with no reason and more is spawning. No any "tutorial entries" to play and to see/and to learn from first. And the direction of hostile characters (while the next spawns) looks away the player and the come right at the player, makes no sense
But if i get it right now, the player character uses blue light to stop creatures, and red light to make them hostile; well that's a really interesting and clever part of this game, which is not clear thing on first play. That concept would work very well if the game would be in real time and the directions of light could be switched to one or an other color, or swap the color or even have colors to rotate. Maybe the player would be able to place lighting torches on the ground and lure the animals: i see the animals here are the "unstable" part which would make this to overall clever and unique game, and due that the game has much potential.
@gamepopper we wanted to add the rotating animation, butwe ran into some weird bugs therefore we had to remove the feature. I see that the controls can be a little tricky, so thanks for the observation. When you test it so much, it becomes second nature, and then one can lose sight of what it feels if you are new to the game. Thank you a lot!!!.
I spent too much time before I understood how exactly turning worked for some reason, and even after that it didn't quite feel logical to use absolute directions for rotation. Just using W/A/D keys where A/D is turning CCW/CW and W is step forward would be so much more intuitive and natural for this type of motion.
I like the design of the puzzles and the way they introduce new concepts gradually.
Great entry!
The controls are not very intuitive to me: I would prefer to use left/right (or a/d) to rotate and up (or w) to go forward. This made me make many annoying mistakes while playing.
It took me quite some time to figure out that the blue ray stops the enemies and the red one activate them. A little tutorial would have been a good idea (or at least a first level where you have to put the red and the blue rays on enemies no matter what choices you do).
Congratulations on making this game!
I finally had the time to come back and rate everything I played so far!
Here is a link to the vod of the review if you wish to see it again: https://www.youtube.be/watch?v=1gUA0Q2dn6I&t=17019s