Equilibrium by freeworld
Get the ball to the green rectangle by tilting and rotating the (not quite smooth) board.
Can you get to level 10?
Play the game here https://gamejolt.com/games/equilibrium/652296

| Link | https://gamejolt.com/games/equilibrium/652296 |
| Link | http://buggygames.ch/LDJam49/Scripts.zip |
| Original URL | https://ldjam.com/events/ludum-dare/49/equilibrium |
Ratings
| Overall | 487th | 2.952⭐ | 33🧑⚖️ |
| Fun | 430th | 2.919⭐ | 33🧑⚖️ |
| Innovation | 486th | 2.677⭐ | 33🧑⚖️ |
| Theme | 276th | 3.565⭐ | 33🧑⚖️ |
| Graphics | 421th | 3.016⭐ | 33🧑⚖️ |
| Audio | 195th | 3.4⭐ | 32🧑⚖️ |
| Humor | 418th | 1.875⭐ | 30🧑⚖️ |
| Mood | 454th | 2.567⭐ | 32🧑⚖️ |
| Given | 29🗳️ | 37🗨️ |
rotating OP though
I have to agree with the controls: they feel very clunky and in general won't do what you want, which is not great. The rotation doesn't help with that. I'm guessing it would already be way better if the tilting controls would always work in the same way the camera faces the board, unaffected by the rotation.
About progression: I thought about introducing rectangles you shouldn't touch being introduced in addition to the goal rectangle getting smaller - I could potentially also make the board bigger with increasing levels, but that might not help with controlling the board/ball.
I'm glad you see some potential in the game :) I'm again not sure about controls on mobile with tilt versus rotate without it feeling constantly cumbersome :P I'll think about it some more.
Overall it needs some polishing but the concept has potential.
But otherwise I had fun. Good job!
The levels actually do change: the goal rectangle gets smaller and the ground is re-generated, sometimes with slightly different dimensions - but I guess the changes are too subtle right now.
Thanks for the kind words!
I actually got this feedback from another source too, that might actually be worth a change (or make that a toggle in the settings). Right now the controls also invert when you rotate the board by 180°, which is suboptimal and even less intuitive :P yay
Thanks, I can see the notion of 'level' being misleading/wrong here.. I was hoping it would give some sense of progression, but 'difficulty' would have been the better term here.
Your game was loading in background tab, and after if loaded, I actually spent some time just listening to it. The concept is pretty simple, but well implemented. I love the visuals, "victory" animation, and simple sound effects of it. Are levels generated procedurally? Asking because in some levels ball spawned just above the green box. Overall, well done!
Correct, the levels are generated procedurally - which causes these 'immediately won' levels unfortunately.. I should have added some checks so this can't happen, but oh well I guess there's always next time to do that :P
Thanks for taking the time to listen, play and write feedback!
That's a good point with restarting from the same level, especially with the random difficulty spikes due to the procedurally generated levels.
That sounds like a very good idea! I also think the board shapes look a bit too similar to each other right now (I only used two layers of perlin noise) - definitely something I could toy around with more to get more interesting level variation and difficulty. Thanks!
Thanks for playing :)
I have the same issue with remembering which key does what - it's definitely not a polished aspect of the game :P
Thanks for playing!
Yes I agree, definitely something that needs to be improved!
Thanks, it's great to hear that same feedback from several people! Makes it easier to see without a doubt that these points would be the most important ones to improve :)
I'm glad that the 'reach level 10 quest' was encouraging for you to actually get there! It makes me happy that you mostly enjoyed the way to reach that goal too! :) Again thanks for taking the time to write feedback!
I loved the success artwork/fx. Without the music setting the mood and the rewarding feeling you get I would have quit a lot sooner. I wanted to play more with how the board interacts with the ball but the playspace is really small. I'm not sure how you might handle that since you clearly wanted to keep everything on camera.
As for level design - maybe have the initial starting spot motionless and you are the cause of the balls motion, at least for the starting levels?
I got confused on the progression since every level is similar ? I thought I was going down one level but restarts.
Minor nitpick - the buttons stood out as pixelated in an otherwise great art style
Nice one, one of my favorites so far.
That is a great point with the bigger / varying playspaces! I could probably get away with zooming out if the playspace gets bigger - or also have some camera logic potentially. I can definitely see the fun in trying to figure out the physics / movements of the ball by toying around with it, which is not really possible right now.
You're absolutely right: the levels are very similar right now with only a few parameters changing each time (goal rectangle getting slightly smaller & slight board variations) - there's definitely lots of room for improvement here :D
Thanks a lot again for taking the time to write such detailed feedback!
Good job :)
But the gameplay is simple and clean and it feel good in hand !
@denatus Thanks for the feedback! Interactions using the mouse sounds like a very good idea to me!
@python-b5 Thanks :) I hope it wasn't too annoying!
@ribout-horace Thanks for the feedback! Yeahhh the random nature is not so great right now - both the ball directly touching the goal or just hitting a weird slope immediately and bouncing off.. I'm glad you still liked some parts despite the flaws!
@erikkire :D haha, nice!