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Alienturnedhuman

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A member registered May 12, 2023 · View creator page →

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Yeah, the gameplay part of the game was going to heavily tutorialise this:

* your starting hex would crash land on a planet next to two rocket boosters, which the game then directs you to snap to the sides of your hex
* you can then fly the ship to search for more components (orange arrow applies thrust, blue arrows rotate, although there would also be keyboard for non touch devices) 

Unfortunately as I didb't get as far as making the flying around part of the game, this tutorial also didn't get made. I'm glad you were able to figure out the yellow circles were showing attachment points to select, I probably should have made them pulsate to make it more obvious. 

Thanks - when I wasn't searching for the cause of unexplainable bug behavior -  I did probably spend too much of my time trying to make the shape assembly / placement UI work as seamlessly on mobile and PC devices, which is why I didn't get around to making the 'game' part of the game!  But as it was the 'shapes' part of the design spec, I wanted it to be polished.

It was probably overambitious of me to try and make a game that ultimately relies on 3 gameplay loops (assembling pieces, resource management and a 2D gravitar style game) so I only have myself to blame.

It was either Python 4 or Half Life 3 for that joke. Something to show how far in the future the game must be taking place in!

Thank you! Ironically the intro was something I threw together in the last 4 hours of the jam when I realised I wasn't going to finish the primary gameplay loop in time 😂

Most of the work was spending a day and a half wondering why my recursive tree search algorithm wasn't pruning all the nodes where an block couldn't be placed, only to discover I had a bug in my Rectangle -> ConvexPolygon intersection algorithm that I wrote over a year ago!

Thanks, I watched your review on YouTube and I realised that I completely forgot to explain in the instructions that the yellow circles that appear were to show where other pieces could be placed! Originally this was going to be part of the tutorial phase of the gameplay loop I didn't get to make, but the block assembly UI was 90% of the work that I put it (because it works on all devices, PC & mobile devices)

However, the video was a very useful to watch because it made me realise what wasn't obvious to a player who had never touched the game before.

I played the Windows download and that worked fine (and was the correct game!) - nice job, had several runs through it.

Great launch pad for a game which could revolve around editing the level as you go, or designing a level to fulfil the goals.

Very nostalgic for those early 80s mini games that game with a level editor, only with mouse support, so a lot easier!

My first two attempts I was hopeless. On my third attempt I finally realised I could use the physics engine to my advantage to pile up blocks just right to force a torque and pack the pieces into the gaps. A really fun "Tetris with a twist" .... it's just one twist, right? 

Grappling hook mechanics... with anthropomorphised polygons! Really well implemented gameplay loop, very satisfying to play.

Very original idea, and a perfect match for the jam theme.

I think it would be a good idea to have give a star or % matching score for a shape (once it gets close enough) so players can go through the shapes, gettings a 'close' match first and then go back to refine the shapes they have not quite got perfect later on. This means if you get stuck where you can't quite figure out the last few adjustments you get get 1 or 2 stars, and the eventually go back to get 100% on everything.

Not just you!

Frustrating... but in a good way. Great fun!

Nice work,  I was too low skill to pull off the wall jump, so had to rely on your YouTube video to see the rest of the game.

Genuinely hilarious.

I was terrible at squats, so it seems you created a 100% accurate simulation of reality.

I like original takes on themes, so top marks on your out of the box thinking.

Nice twist on the classic Breakout game to integrate the theme and shake up the mechanics. Also as frustratingly unforgiving as the classic 80s game were!

Wow, existing the venn diagram overlap of Turtle programming  and  Lego.

While fundamentally different concepts, this is probably the project is the most similar to the idea I had for my entry.

Beautiful aesthetic. I think if you could build in your shape shifting mechanic you mentioned in another comment and have the use of that have a meaningful impact on the gameplay it could make for a very original ethereal futuristic racing game.

Polygon slicing is a fiddly problem to solve, so this is nice work. The puzzle and gameplay are 100% build around the theme. Excellent entry!

Can we just acknowledge that the real fools are the helicopter pilots who more often than not select totally unusuable rocks, or orient them pointy side down? 😂

Fun 2D physics game with a quick, repeatable loop.

Wow, really great submission. Has Patrick's Parabox vibes, which I was hugely addicted to.

Very fun game concept. Could be interesting to see where the game could go as you add more surface types, ball types or other special modes.

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Excellent and addictive game. It may be worth putting in some win-state denial decision making in the AI, so it tries to pursue colours you have 5 or 6 in if it can't win itself, but to be honest, I think the game is probably better suited to playing against other humans.

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I think the game needs some feedback to explain what is accurate and what is inaccurate. I'm not sure why this is only 52% accurate so it would be nice to get guidance on what the criteria is (maybe colour code the path with the parts marked accurate in green, or inaccurate parts in red:



However the game is charming and runs well and is an interesting take on the theme, so I have marked it highly.

Very Original. I cheated and took a reference photo of the blueprint.

I think it probably should start wit ha very simple pattern, and you can quickly learn to remember it as a sequence of numbers for how far in each row needs to be, but until I started doing it with the blueprint side by side that didn't occur to me and I was trying to do it from a memory of the picture.

Looks great and runs smoothly. 500 shapes seems a little excessive for the tutorial phase of the game though.

Great game, feels like the template for a great puzzle platformer.

Very polished and very addicting, but I was stuck with what do to with the Venus Sigil. I kept hitting it and nothing happened and eventually the game ended.

Had fun playing this, excellent work.

Simple and addictive. Felt like the classic 80s home computer video games right down to the aesthetic (but fortunately had a much higher framerate!)

Reminded me very much of playing classic BBC B games back when I was a kid. Just with a higher frame rate and resolution!

Excellent program, and a difficult problem to solve. After playing with it, I wanted to see if I could break it. Without gridsnap, it's impossble to be sure, but I made a slightly oversized 4-square L and a slightly undersized 2-square L and I think I was able to fool them (if grid perfect, should pack 4 inside 1)

Not marking you down for this, it was fun to try and find edge cases!

Wow, I never expected to game that is just textureless, brightly coloured primitive polyhedra to be quite so psychologically disturbing 😂

Wow, probably the definitive on jam-theme puzzle game. Excellent! 

Reminds me the coursework project I had to do for 3D graphics back when I was at university and we had to do a simple game with multiple planets. But you did it in a few days, rather than a few weeks!  Good work.

A nice, simple implementation of the theme. I might add a cooldown on the weapon, or on the ability to move, and I could just hold the left arrow and spam the space bar key as a fast as I could to continually advance through the levels without dying!

As my laptop doesn't have a numpad I was unable to try out that feature, but the features I could test work well. Nice job!

Nice game, as other have said - watching the animation is way too slow - especially when you spot a mistake and want to fix it and have to wait for all the shapes to cycle through (so a skip animation button would be nice)

It's a jam entry, so I'm not going to mark down for UI issues (especially as drag and drop style UIs are really difficult to get polished)  but it would be worth making sure you can't get overlapping components as this resulted me getting to a state where I had to restart the game (I had accidentally spawned an identical component on top of itself and when I went to join the wire, it created two wires to be joined, joined the first to the laser but then was stuck in a UI state where the second wire wanted to be joined to something, with nothing to join it to, so I couldn't break out of this state)

I feel that as a game, it would benefit from scoring for fewest components used. In theory it's possible to create very permutation for the solution as an add, and then loop them through OR gates - but there is usually a much more efficient solution. 

Challenging and original.

Nicely done. Reminds me of the games we had to make for homework when learning openGL at Uni