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GEMBOT - Early Access!

A topic by Virtual Nomad created 48 days ago Views: 311 Replies: 17
Viewing posts 1 to 5
Submitted (1 edit)

Sharing this now with a hope to inspire others and their submissions as we near the final days of the Jam.

GEMBOT by Virtual Nomad


Be sure to Drop by (pun intended ;) ) but, don't spend too much time playing until your own Submission crosses the Celestial Finish Line!

I'll see you on the Leaderboard!

Submitted(+1)

Thanks for sharing, here's my submission as well.  It's been a very enjoyable and solid effort!

Simultaneous
: "The gravity of your words"

Experience a unique twist on the falling block genre with a multi-layered word adventure!

Simultaneous

Submitted (1 edit)

most have asked for vertical scoring... so, it's being tested @ GB-Test by Virtual Nomad

your feedback would be appreciated :)

Submitted

Oh wow, this is going to totally change how I've approached playing the game so far. I'll have to take some time to figure things out in the beta version and see how to come to terms with it.

Submitted

So far I've found the beta very challenging to "pilot." It's tough to avoid accidental pairs/fifteens/etc. that conflict with larger scoring setups. In the release version, I would normally try to organize things by value left-to-right, and by suit in layers top-to-bottom, but in the beta this runs the risk of combining vertical Pairs (or sometimes vertical Fifteen, or even Thirty-One due to how many 10/J/Q/K are nearby and the risk of an A or anything that adds to 11 clearing out the column). It's a lot harder to keep things separated in a way that will keep them from clearing away tiles you needed for something else.

I think one aspect the beta highlights is the lack of a Next tile display. In the release version, there's ways to plan ahead possible scoring setups without needing to necessarily know the next tile in the deck. In the beta version, it's a lot easier to run into conflicts, but they might be avoidable if the player could plan one more step ahead.

It has been interesting playing around with new ways to set up chains of alternating horizontal/vertical scoring patterns. However, I haven't had a lot of luck getting them to work well; since it's still limited to just straight-line clears, the setups are still pretty bulky.

I wonder if the game would feel easier/harder to control if certain things were made even more flexible. For example, adding right-to-left etc. detection for Runs might make it easier to organize things to avoid accidental Pairs, but it also might make it harder to avoid accidental vertical Runs too. Similarly, adding L-shaped detection for scoring patterns might make it easier to use more compact forms for setting up chains, but it also might make it easier to run into new types of conflicts. Just as with the current beta, I think any of these hypothetical changes would need some playtesting to see if you like how they affect the game.

There are certainly also benefits to the new vertical detection as well. In the release version, it was possible to fill up a row with non-scoring patterns and therefore lose that space completely, whereas the beta detection does give other ways to clean things up and recover. Also, thanks to the beta version's easier clean-up, I was able to see the new Shooting Star bonus animation for the first time. :)

Submitted (1 edit) (+1)

thanks for the thorough feedback, kitaru. and i think we are both in the same space of Space :) 

re: vertical scoring, i prefer the ability to apply strategies with fewer pitfalls than vertical scoring allows. aka, i want to herd cats but not if they have lapped up gallons of caffeine :)

that said, i think you will appreciate today's BETA Update!

Submitted

Very cool update, I enjoy thinking about the new strategic potential of more flexible Run scoring in Classic. :)

Submitted(+1)

Very nice and cleanly done.  Took me a few minutes to figure out what a pair/match and such was about, but very straight forward.  I'll get back into it again after posting this reply!

Submitted (1 edit)

Wow, just played on my phone and it was amazing.  So clean and interactive.  What did you build with? Godot? Unity? Great job. PS I have a new phone so extra good!

Submitted

thank you, lostwords. very kind of you! 

and, i'm glad you're enjoying it. i've been playing on my new phone, too, which was a goal for this jam ~ keeping it mobile-friendly. i have a couple of others that play fine on mobile (and my firestick, too) but this is my best mobile game so far and i'm pleased with the results :)

that said, who are you on the leaderboard? i generally add leaderboards to my games and love watching people climb!

meanwhile, GEMBOT (and all of my other games) are coded in AGK;  it's all i know :)

thanks again!

Submitted

Thanks for that reply, I've bookmarked AGK and will give it a look.  Take care

Submitted

This is cool! Falling block puzzles based on table games have a lot of potential for neat interactions. It reminds me a little bit of Ryu-Kyu (a.k.a. Solitaire Poker). Using the rules of Cribbage works very well here!

One thing I found took a little getting used to was that it seems Runs are only read left-to-right (e.g., A23). It might be helpful for strategizing if Runs also counted if they were put together right-to-left (e.g., 32A), or maybe even out-of-order (e.g., A32, 3A2, etc.). Though, I can understand that might also impact the game balance if sequences are set off too easily.

I'll play a few more rounds. :) You might find me on the leaderboard as AJK. ;)

Submitted

i'll be watching for you, AJK!And your notion of "not-so-left-to-right" Runs are on my mind (along with 100 other things for the game) ;) 

That said, we were posting at the same time so make sure to see these notes on the final Jam version if you hadn't yet.

I'm glad you've enjoyed GEMBOT; And, there's MORE coming!

Submitted

in commemoration of your being the first to break the 200 mark and best ME...

...i've added a little 馃something馃 to the game in your honor.

well done!

Submitted

Thank you! I've been having a lot of fun with it. Today I had a bout of "Tetris Effect" (Gembot Effect? Cribbage Effect?) thinking about the different combinations in the back of my mind. :)

If it's alright to ask, what was added to the game?

Submitted (1 edit)

gembot is now a bit of a headbanger :) 


and, your last score is a beast. ima try to catch it but won't hold my breath

Submitted(+1)

Ah nice! I did notice that animation had changed in the update. I also saw some others I hadn't caught before, like the robot disappearing on the result screen, so I wasn't sure which ones were there before and which I might have just missed previously. :)

Thank you! I don't know if I'll be able to repeat that score anytime soon myself, haha. Somehow all of the colors, runs, and combinations to fifteen were matching up just right. :)

Submitted

a sizable update posted yesterday which included an acknowledgement of  your prowess in the devlog.

alas, see the comment i added soon after posting 馃憖