when the earth falters by Honey Pony

Play as Professor R., a dedicated scientist who has encountered a strange stumbling block at the culmination of their life work.
You can use WASD to move around, and Tab to look at your tablet and your notes. Your goal is to enter every launch code into the tablet so that planet Earth can be evacuated.
Post-compo changes: - Bug fix for bug that did not occur on my computer. (A family member reported it). - Fixed application icon on Windows computers (GIMP exported it wrong). - October 15, 2021: - Added web build, using a patch to capture the mouse as well as fixes for several incompatibilities. - Added mouse inversion option to all versions.
Known issues: - Code editor cursor is janky if you try to move it away from the end of the line (it is not really intended to be moved). - Some of the levels have commands in their hints that are not needed to solve the level.
Ratings
| Overall | 43th | 4.016⭐ | 33🧑⚖️ |
| Fun | 83th | 3.839⭐ | 33🧑⚖️ |
| Innovation | 71th | 3.968⭐ | 33🧑⚖️ |
| Theme | 419th | 3.097⭐ | 33🧑⚖️ |
| Graphics | 97th | 3.935⭐ | 33🧑⚖️ |
| Audio | 146th | 3.517⭐ | 31🧑⚖️ |
| Humor | 187th | 3.019⭐ | 29🧑⚖️ |
| Mood | 104th | 3.679⭐ | 30🧑⚖️ |
| Given | 43🗳️ | 54🗨️ |
It woul dhave been nice to see the early puzzles unlock doors in the environment that lead to the other pages. As it was, I just ran around, collected all the pages, then did all the puzzles.
I can see this being expanded on, for sure! With a few levels of terminal where each one gets longer and more complicated strings.
One thing that I would suggest is to have some kind of "quick reference" for all unlocked codes. It was a little annoying to go through multiple pages to figure out what I needed. Also, as you mention, changed code part-way through the string was a bugbear, and it was a bit annoying to start over if you realise you used 10 instead of B7 too late.
Overall, loved how emergent the gameplay was, and how you slowly introduced the game to the player. Props to Godot 3D also!
Mood was good, I liked the peaceful loneliness while looking for notes, but the music began to be repetitive after awhile.
Also I half expected a twist that you couldn't make the trip and were actually being left behind to make sure the shuttles launch properly.
What I was aiming for with the puzzles was definitely for them to be easy. I wanted solving the puzzles to essentially just be a way the player participated in the story, but I also wanted it to be possible for any player to beat the game without much difficulty. I do think that the puzzles could possibly be a bit more engaging with a bit more variety.
Music is definitely somewhere I would like to improve. This compo in particular I had a really hard time getting anything done for the music.
On being left behind: I did try to include an angle on this sort of theme in the game. In particular, the overall vibe of the game is intended to be rather relaxed, and the question of whether you actually want to be evacuated is intended to be pretty open-ended and contrasted with the relaxed mood of staying behind. The game is essentially supposed to be asking whether it might be worth staying on Earth, but I'm not sure that ended up coming through very much. (The "report for evacuation" menu does not communicate quite as much narrative as I initially wanted :sweat_smile: )
It's sad you weren't able to do more with the story, I liked where you were taking it, and the area it's set in was quite relaxed and beautiful.
Almost want a 72 hour compo, I think the more skilled contestants could do very well with it.
To convey the narrative through the journal pages the player flicks through anyway is incredibly clever, made sense in the universe and was overall efficient!
While a few more interactable objects, changes to the environments and similar ideas would have been perfect for the 3D environment, 48 hours simply aren't that much time.
The difficulty curve felt very reasonable, which I liked a lot, too! While I liked "There, Again" better in mechanics, this one made me feel accomplished as I could actually beat it! :D
Thank you for this wonderful entry!
Some feedback: I liked aiming for the minimum amount of commands in each puzzle. I know it's not really the goal, but I think it would've been nice seeing the the ideal amount of steps somewhere. I think using clockwise/anti-clockwise would've been more intuitive than right/left in the rotation page, at least for me. I thought pressing No in the "report for evacuation" screen meant exploring the hub a bit more before finishing the game and not a real choice - perhaps it could've been better communicated? But maybe it's just me.
Other than that, good job!
I totally agree that clockwise and anti-clockwise would have been better. And yeah, the evacuation screen is really not very good. I definitely thought it was likely to be interpreted the way you interpreted it, but I didn't have much time to make anything much better. Oh well. Thanks for playing! :smile:
The puzzles itself were nice and not to hard with the novelty of having to literally write launch codes.
On graphics i feel like there is a big discrepancy between overworld and puzzle screens. I really like the style of the puzzles and the fallout like device you came up with for them. And the journal pages were fine too. But the hub world felt very bland and empty with honestly not much to do or explore (the earth model is the one thing standing out here).
So as you may have noticed im not a fan of the diconnected 'overworld' (sorry xD) but after all the puzzles were actually really fun to solve and had their own good visuals too.
I love the planetarium plot explanation :D
FWIW I had no issue with rotating "right" and "left", and find that easier to understand than clockwise/anticlockwise, but I'm probably in the minority there :p
Great job! :)