This is a fun action-queuing game! It reminded me of Zachtronics titles, but in a good way. I also do love me some Clair de Lune, so that's always a plus.
Awesome work on the art, aesthetics, and level of polish across the board!
This is such an impressive game!! I was delighted to see how many layers of gameplay there were... at first, I thought just walking around on the scrabble board and moving to harvest more letters was really cool. Then I got a fish cache... then I found out you can buy upgrades that feel like they're plucked from a roguelite scrabble game... this is such a polished experience for such a brief jam. The sound and animation and art are all so pleasing... very impressively done!
finally, a way to simulate my grandma's incurable gambling addiction and the sisyphian prospect of sitting before the machine fuguing out as you push the penny boulder up a few inches, only to have it go grinding its way back lower than you started...
I can practically smell the chain smoking and heavy hanging scent of spilled vodka on an old leather handbag
The AI was fun to build (and honestly, took up most of this project's dev time).
The first component was a scoring function: every tile gets a desirability score (where lower is better). To calculate it, a maze-solving algo figures out how many spaces away that tile is from the player following the walls of the maze (simple bucket fill spreading outwards from player worked well enough at our maze size). However, most tiles on the board are not connected to the player, and we assigned those a value of 100 by the maze algorithm. We then also calculate the Manhattan distance between the player and the considered tile. This number was divided by 10 and added to the maze-solver distance. E.g., a score of 3.3 meant that a tile was 3 steps away from the player by direct connection and also has a Manhattan distance 3 (straight line); a score of 100.4 means that a tile is unconnected to the player by the maze directly but is only 4 cells away by Manhattan distance.
Then, we have the AI check every single permutation of 3 moves it could make. For each of those sets, it simulates where the player would end up, where it would end up, and scores its final position vs. the player. It chooses whichever trio of moves results in it ending at the lowest score. (There was additional layers of logic for optimizing shorter paths etc., but those would take even longer to explain through.)
The first couple iterations had some bugs to quash with the AI getting stuck at local minima, but once we had it "planning" 3 steps ahead, it went from dumb to incredibly competent... always such a joy to see your algorithm suddenly (and seemingly magically) beat you at your own game
Samples, please!
I thought this game was so well done--the art is immaculate, the animations and transitions are seamless, and the core gameplay loop is really fun (in a bureaucratic sort of way).
Top marks for everything about this game's execution... After surviving the branching differential diagnoses of Day 6, I feel like I'm ready to work at a testing lab now.
What a pleasant and polished experience! The idea of turning marble runs into little music pieces is such an inspired choice and is so well realized in this game--I love the layer of polish the game seems to have with its unified visual style and pleasing audio.
A real treat of a digital toy--very fun to play with!
This hurt my brain trying to figure out how to dodge all of the incoming shapes... even making it to the third rail was difficult for a while, but then it 'clicked' how to handle those top-middle or bottom-middle assaults... then rail 4 came in, and I was thoroughly defeated.
Fun little game (and incredible stressful despite the calming music). Great production value, too, with the nice layer of visual polish! My high score was somewhere in the 40s, I think, but you lose your score immediately after dying
although this game looks really polished, its native resolution seems too large for the web build--I only see a too-zoomed-in and cropped version of the game. I can scroll around to see portions of the game window that extend beyond my screen, but I also think there are portions my scroll wheels can't even access. When I try to start the "keep the circle in the other circle" minigame, I have to scroll down to find the button to begin the game, but then the game is partly cut off on my screen and the ball goes out of bounds immediately before I can even reach to my arrow keys to try to keep it balanced.
The visuals look nice and the sound design is great... bummed it's not working on my machine!
It took a couple games for me to fully understand this, but what a really cool set up for a card battler! I'm a huge fan of roguelike deckbuilders, and I thought I'd just about seen it all, but the round-table setup makes for some really interesting position-based strategies.
A full-release game with this as its central battle mechanic could be a real winner. Awesome stuff so far!
What an awesome little game! It feels so polished and complete an experience that I could imagine a version of this in an arcade cabinet.
I do love "you only have one button" sorts of games, and while you technically have 2 here, it scratches that same minimalism itch. The looping around to capture falling fuel and powerup crates is such a clever and thematic mechanic.
Great stuff here!
No spiders are allowed on my train 😤
I absolutely love the production value on this game--the art looks great, the music is perfectly fitting, and the enemy design is fun. Even the little animations with the train rumbling and the guns sighting the enemies are all really great. My only gripe with the entire experience is the long bouts of time between any gameplay interaction. Each loop on the train takes about 100 seconds, and during that minute-and-a-half the player can do nothing but watch things unfold. In the first loop, I wondered if this was less a game and more a visual narrative experience!
I think that allowing some active management mid-loop would've upped the fun factor for the player! Still, awesome art, and you've got a really cool template to keep building from!
All the bonus sound effects, the colors, the flashing numbers, the non-stop something happening on the screen... makes me feel like I'm sitting at a casino mashing the slot machine button as I gamble away little Timmy's college fund. Incredibly satisfying visual and sound effects!
Toucan Sam, eat your heart out
This looks like a really cool base for a game (love the visuals and music) but I think my game frame is getting partly cut off... I can't see the right side of the screen. After pressing play, the ball launches, fails the first jump, and falls into the void forever, and I can't seem to find a way to reset the game state :(