Enrum by HOLYPERSON
Play
You can play on the browser from here https://omy181.itch.io/enrum
About
Enrum is a strategic puzzle game which you have to act fast.
We need to connect all Connectables (Houses,Subways,Electricity and water).

Every 10 seconds a new Connectable gets constructed. Before time runs out so we should connect every connectable. These connections have their own rules:
Electricity > Road > Water and Subway
For instance; you can build subway then road on top of it, but if you try it in reversed order, the subway will break the road, so you should break (right click) the road then build the subway.
Order of building matters!
Creators: Omer Unal: Coding, Visuals, Animations, Game Design Ege Bilge: Music, SFX
Made for Ludum Dare 51 in 72 hour

You can play on the browser from here https://omy181.itch.io/enrum
| Original URL | https://ldjam.com/events/ludum-dare/51/enrum |
Ratings
| Overall | 185th | 3.917⭐ | 32🧑⚖️ |
| Fun | 434th | 3.55⭐ | 32🧑⚖️ |
| Innovation | 306th | 3.633⭐ | 32🧑⚖️ |
| Theme | 727th | 3.517⭐ | 32🧑⚖️ |
| Graphics | 235th | 4.133⭐ | 32🧑⚖️ |
| Audio | 133th | 3.946⭐ | 30🧑⚖️ |
| Humor | 922th | 2.125⭐ | 26🧑⚖️ |
| Mood | 401th | 3.633⭐ | 32🧑⚖️ |
| Given | 14🗳️ | 17🗨️ |
Well done, I really expect a more complete version :)
I don't want players to look at a diagram all the time while playing. Rule pyramid is just a helper at the start for players to get an idea about the rules. Also about the 10 seconds thing, I myself am not a big fan of the timer too. If i would make this game outside of the jam, I'd definitely not put a timer. Maybe i might add a timerless mode in the future.
Also, to me, while the game is genuinely good and interesting, I just feel like the theme "Every 10 Seconds" is somewhat of an afterthought. Didn't affect the gameplay whatsoever in my opinion. But again, the game itself I really liked.
It was a bit confusing for me what is allowed and what not but the increasing difficultiy through the levels helps to manage the complexity well.
Anyway, the game is super-polished, great entry!
Generally, you have to be a little too precise with where you're dragging, and the timer made that issue a bit worse. Here are some specific examples:
It wasn't very intuitive for me that you had to drag all the way to the target square to complete a route. I initially tried releasing the mouse one short because it visually looked like the road was connecting to the target building. It would have been nice if that had completed the route (unless it is ambiguous).
Dragging along a route, if you cut a corner that's off grid or invalid, you have to go back and re-do that movement. It would be really nice if the input areas around edges/invalid squares were a little more forgiving, and maybe if there was a little interpretation around corners.
I also found myself dragging to the end of the route and releasing my mouse past that space and off the grid, which reset the route. It would have been nice if that counted.
If you were going to remove the timer for a post-jam version of the game, those little things could still help improve the game feel.
I like the puzzle you have here (minus the timer). This really seems like something you could extend into a larger game with more mechanics and complexity, and it's a really good start.
This is my only negative point of critique: The 10 seconds dont really feel necessary. Its never really to short but makes an otherwise super calm game a tiny bit hectic. Sometimes it is just even a bit to long to wait for the new elements to appear.
But depite my grudges with the theme-implementation i will definitely recommend your game to friends!
The tiles are looking pretty good and the tutorial is very nice at the beginning :)
I felt frustrated at time, when I had to remove little pieces of previous infrastructure that was proken up by a new path. But I think that's cool, it just meant I had to find the correct order of removing and placing element.
With a track pad, drawing path was a bit clumsy (Ok, I was clumsy...) There is something to be done to help drawing the path, but I don't know what.
The graphics are is cool but there should be something in the tile (lake, mountain...) and connector (road, pipe, ...) design that indicates on which level they operate (ex: brown tile = underground, green tile = ground level, blue tile above ground).
That would maybe lend to nice puzzles with tiles that could be connectors (brown/blue for electricity going from below ground to above ground, brown/green for roads that lead underground. So you would have to connect house -- road -- tunnel entry -- tunnel -- tunnel entry -- road -- house)
Great job!
Otherwise I do think that you did a really good introduction into the game where the first level was very easy and you slowly progress into more difficult levels.
I struggled with level 7 and 11 the most due to the game mechanics. For example I placed a road and had to connect two railway stations. The rail line disrupts the road so I have to reconnect the two houses again. But I cannot override my existing road, so I have to delete the road and rebuild it from start to end.
But neverthless I still enjoyed your game a lot! Definitely one of my favourites.