Haymaker by Bobbo
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Everything made By Bobbo!
Except for 🛶 "Arriving at Shore" 🎵 by Flowerhead
Stack the hay bales neatly!

Didn't get time to make the primitives into hay bales, but HAY HO.
Full disclosure - I had finished the idle animation for the character in the time frame, but it broke at the last minute so I redid it after the deadline.
| Link | https://bobbodev.itch.io/haymaker |
| Link | https://bobbodev.itch.io/haymaker |
| Original URL | https://ldjam.com/events/ludum-dare/52/haymaker |
Ratings
| Overall | 398th | 3.519⭐ | 28🧑⚖️ |
| Fun | 365th | 3.423⭐ | 28🧑⚖️ |
| Innovation | 230th | 3.577⭐ | 28🧑⚖️ |
| Theme | 758th | 2.769⭐ | 28🧑⚖️ |
| Graphics | 471th | 3.462⭐ | 28🧑⚖️ |
| Humor | 241th | 3.308⭐ | 28🧑⚖️ |
| Mood | 436th | 3.404⭐ | 28🧑⚖️ |
| Given | 32🗳️ | 55🗨️ |
Nice entry. This deserves way more ratings!
My brain isn't make for that stuff (even for 2D stuff... nevermind 😂)
Also, it didn't work in firefox for me, I had to switch to a chromium browser (ew)
@lucdeligne - I think that's just the case for the Unity WebGL player, nothing I can do about it as far as I know.
Also I'm not sure how an isometric view would help? since you need to see the structure from all angles including low down at times, but thanks, I'll keep thinking how I could have improved.
Loved the audio, the art was amazing the narrator tractor (hehe I made a joke) was cute!
Overall, very polished and fun game. One of the most innovative games I've played so far.
The puzzle itself is incredibly hard for me, though I was able to solve at least one layer without _too_ much mess. I'm actually quite curious how it would look for someone to solve the whole thing proper. It seems like it would be very satisfying. The first time I toggled the "preview entire volume" I had a bit of a panic attack at how much thought would have to go into solving it entirely, but it's cool to think that it's possible to solve it exactly!
Nice work on this one, I enjoyed it quite a bit.
the idea was good, controls were a bit tricky at first but you get used to it fast. the camera controls were opposite to the one i'm used to, but that's because i was playing with keyboard+mouse and not with a gamepad.
What I gather from comments and by playing the game, you are on a right track and your idea works, it is just not yet polished enough. Take feedback more as that there is something you could improve, not as that critics know how to do it. There is absolutely no need to scrap that idea of rotating camera in favour of simpler locked camera. You could try few things to see what you think and what play testers think is best feeling option. So here are some ideas:
-Try press and drag style camera rotation. Now I'm constantly rotating camera, as my hand is twitching and stuff. It is relentless and makes playing bit dizzy, there is no calm state for camera. By clicking and moving mouse I don't have to take my hand off from mouse to calm down the camera.
-Try implementing snapping for camera. That is what most people prolly find easier to handle. If there is no need for unlocked camera, why ever have it. 45 degrees turns could be enough. It also most controller friendly option, lerp from position to other by press of shoulder button.
-Go for complete opposite and try unlocking vertical axis completely. Complete freedom without hard to understand and unnatural arbitary upper and lower limit. Optionally also get rid of reference objects (hay bales) when trying this option, to make it feel truly limitless. Like there is no up or down direction in your puzzle universe.
-Or put there more reference objects, ground, etc, and place them asymmetric way, so you can always know at what direction you are looking the volume.
-Send it to playtesters with different mouse sensitivities and axis inversions. Most people wont change default settings, so they are stuck with what you give them. From those playtesters reactions squeeze out most popular settings and make it default. For me personally Invert X and lower sensitivity was best option.
-Experiment with different curves for that zoom when you look object from top. I see what you are trying to do here, to get closer look when looking down, but personally for me it feels little odd.
In the end only you know what game is supposed to be, so don't go out your way to implement things that are opposite of what you think game should be.
"-Or put there more reference objects, ground, etc, and place them asymmetric way, so you can always know at what direction you are looking the volume."
- I think this would definitely help. Populated the level was unfortunately the lowest down thing on my list that I actually got to, had big plans for a big farm setting :'(
"-Try implementing snapping for camera. That is what most people prolly find easier to handle. If there is no need for unlocked camera, why ever have it. 45 degrees turns could be enough. It also most controller friendly option, lerp from position to other by press of shoulder button."
- This could be good! It's sort of what Blender and other 3D editing programs do (except orthographic instead of perpendicular), so would be intuitive to some people. Having the ability to switch between free-mode and this would be best.
The negative/conflicting criticism is all good stuff, I just found it slightly funny how perfectly contradictory some of the comments were hehe
Was absolutely breaking my brain trying to fit these pieces together, but that seems just like maybe the game could have a gentler initial curve rather than anything fundamental, and everything felt so smooth that I didn't really mind feeling like an absolute idiot most of the time :)
Music is very cute and bouncy, which is funny and definitely a theme with games that look deceptively cute and simply but then are actually incredibly difficult :D
Great work!
But the idea was cool even if I was stress buy the management of the cam
Also the music sound so cute
And definitely I think you're right on the money, the difficulty definitely needs to be ramped up slowly :)
Thanks for the great feedback
On that end i have to say - i guess its fun. But my attention span for puzzle games is embarrassingly short, so i didnt actually manage to "beat" it.
Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/OTjgGbVpf7g?t=15908
Really interesting puzzle idea! Definitely coming back to this at some point to try to finish it!