Don't Send Me a Puddle by eieio
Deliver the bucket of ice to the bottom of the mountain before it melts!
Built from scratch solo in 72 hours for my first jam :)
I'm a month into game dev! I blog about my learning process at eieio.games

| Source | https://github.com/nolenroyalty/ldjam53/archive/refs/heads/main.zip |
| Play in the browser on itch | https://itseieio.itch.io/dont-send-me-a-puddle |
| Original URL | https://ldjam.com/events/ludum-dare/53/dont-send-me-a-puddle |
Ratings
| Overall | 323th | 3.823⭐ | 33🧑⚖️ |
| Fun | 220th | 3.839⭐ | 33🧑⚖️ |
| Innovation | 56th | 4.145⭐ | 33🧑⚖️ |
| Theme | 317th | 4.161⭐ | 33🧑⚖️ |
| Graphics | 857th | 3.226⭐ | 33🧑⚖️ |
| Audio | 475th | 3.383⭐ | 32🧑⚖️ |
| Humor | 850th | 2.66⭐ | 27🧑⚖️ |
| Mood | 707th | 3.397⭐ | 31🧑⚖️ |
| Given | 26🗳️ | 37🗨️ |
Cheers!
One way to improve the game is to decrease the difficulty in the first few levels. It was hard to make progress. Even so, a fun, imaginative game. Nice work.
And thanks @larsievl @alex-chertilin @orbitaldot @gamebuilder !!! I am still not over the joy of strangers playing my games :)
Never seen something like this, good idea!
The only two (really minor) things that I noticed were that the hitbox of the flames was a bit hard to judge sometimes and that I've noticed that some flames looked like they're too far into the ground (texture-wise). Nothing huge though, it didn't detract from the fun.
Oh, also it would've been even more hilarious if the text on the box said "KEEP COOL" :laughing:
@jaroslav2324 i was worried about the tower confusion - I played with some ways to make them look a little different but everything I made looked...bad stylistically. Definitely something I'd do if I put more time into the game (and if I was a little better at making art I woulda done it for the event!)
This game scores high in innovation-land! Not yet played a game as innovative as this one this Ludum Dare.
And I totally see the resemblance to that song! The chord progression is very similar and they are arpeggiating the chords in the same way that I am.

I love the idea of this zipline-design puzzle game, all it needs is a couple more mechanics to flesh it out. I was frustrated by the quantized tower height at first, but it gets rid of a problem that other physics puzzle games have where you end up just trying slightly different configurations over and over to brute force a win. Ended up appreciating that choice in the end (if it was a choice... :P). Good luck on your game dev journey!
The quantized tower height was intentional, although it wasn't primarily to avoid the "tweak this configuration slightly" problem. It was for a combination of simplicity / consistency (I think it makes it much easier to replicate a setup that you've had in the past) and to make it easier for me to think about where towers should be allowed to be placed - snapping to a grid the size of my tileset _horizontally_ meant it was unambiguous when designing a level whether a tower could go over a given square or not.
But to your point I think it also would have been much harder to design these levels if the tower height was more flexible - there would surely be lots of ways to slip towers around corners that I didn't intend.
Something to think about if I expand the game!