Hoard by Talif Moor
"Oh, what is it you want? I'm pretty sure I have one of those here somewhere... Let me dig down in here and see..."
Boxes of a given shape and color appear on the left.
Another item will appear as soon as you've dropped any carried items and all entry tiles are clear.
You need to deliver a particular item to the right.
Partial matches give some points and additional time, but more are given for a perfect match.
How deep will you dig to find what you need?
Controls:
WASD/Arrow Keys: Move around the board
QE: Turn Left or Right
Space: Pick up or drop off an item
| Original URL | https://ldjam.com/events/ludum-dare/57/hoard |
Ratings
| Overall | 620th | 3.296⭐ | 29🧑⚖️ |
| Fun | 419th | 3.411⭐ | 30🧑⚖️ |
| Innovation | 354th | 3.375⭐ | 30🧑⚖️ |
| Theme | 811th | 2.607⭐ | 30🧑⚖️ |
| Graphics | 745th | 2.732⭐ | 30🧑⚖️ |
| Humor | 605th | 2.32⭐ | 27🧑⚖️ |
| Mood | 806th | 2.759⭐ | 29🧑⚖️ |
| Given | 31🗳️ | 37🗨️ |
My new favourite from the Jam. I think its quite a genius game design.
The worst thing is definitely the movement: make it smooth or at least make it not instant, (like slow is probably even better). Right now the optimal style of play is to fkn kill your wrist tapping 15 times a second.
Also I think easy way to add depth would be to implement pushing of blocks by blocks. Then you can plan maybe how to complete tasks remotely and block shape becomes really important.
I stopped by your page looking for your other work, but I guess you haven't heard of it.
It was very much not obvious how do the new items appear, and it doesn't fit too much with the concept.
Also couldn't catch depth feeling at all.
However, giving much time and thinking, this could become something interesting.
@oddmes Great Score! I do want to implement holding the button to move, which I think will definitely help everyone's arms. I hadn't really thought about shoving blocks to move other blocks, I may have to consider that for a later change. The biggest reason for not adding animations was that the timer is so strict anyways, taking the time for animation would slow the manic feel of the game. I may need to consider it, just to save folks some pain in the future.
You're missing some basics like sound, but it kind of doesn't matter. Or maybe it does and the game would have been just that much more intense. But I loved the initial confusion, the OHHHH I SEE, and then the frantic ferrying, and of course best of all the GADDAMIT why did I do that to myself??!
Small scope that hits hard - that's the way to jam. Nicely done.
This game is wearing out my arms too much. But I like it. It's very good.
Anyways, nice simple yet hard to master game. I never thought this simple game could be so hard to master.
Thanks!