This is such a good mechanic and very creative fit of the theme!
I did miss a bit of a goal/reward (a puzzle, obstacles or pretty levels), but the sandbox stick controls are quite promising 😀
Play game
I Forgot The Level!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
fun | #6 | 3.064 | 3.250 |
use of console | #7 | 3.300 | 3.500 |
creativity | #8 | 3.300 | 3.500 |
Overall | #8 | 3.221 | 3.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord username (Optional)
bremxo
Source code (Optional)
http://please ask if you really want the source to this, it's really not that grand
Explanation (Optional)
Probably obvious, but the player builds their own level (which I 'forgot' to build).
**Please note:** Play either on real hardware, or on Linux/x64, as I used C to be able to do physics!
Comments
Lots of fun! I really enjoyed the creativity here with the mechanic, the rotation to move felt like it was well balanced (you got the Box2D parameters right!). It was fun to try and get it the stick either to jump as far as possible or to build a steady bridge.
For the jam, I would have liked to see a little more "game", since once your bridges disappear, it's a bit sad :') Maybe a timer that calculates your high score and restarts you from the beginning afterwards, rather than being kind of open-ended. Hopefully that makes sense :)
I feel like this mechanic could be a foundation for a much bigger and more interesting game! I felt I wanted to climb up, down, carry objects with me and go even further to the right. Anyways, nice work for the jam!
Thanks!
I had a lot of thoughts on how to expand this, but I only had about 10 hours to work on it in the end. – One of the things I had to decide between was going vertical or horizontal, because I knew I couldn’t do both.
By ‘less open-ended’, do you mean something like the space having an end, you could build towards?
Yeah, an end would make sense too! I was imagining a timer (e.g. 2 minutes) for you to build as far as possible, and then it restarts.
The thing that felt a bit uncomfortable was the "endless" style, which kind of progressively reset your progress and made it less motivational to get back.
But those are just some game design nitpicks! Overall the mechanic was very fun to play with and I'd love to see it used in a bigger game. Definitely gonna try out Box2D in my spare time.
Thanks! I think I see what you mean.
Please note though that the Box2D port I used here is of ‘Box2D Lite’, which is, as far as I can figure out, the renamed version of a really old version of Box2D (close to when the original author first presented it to the world) – this was likely done to be easier to port of systems like the Playdate, but it does make a lot of the tutorials out there not quite applicable to this version. For example, there aren’t different joint-types, it’s all done through the same joint-class. – It’s simple enough that you can just pick it up if you’re familiar with the Playdate C-API though!
Finally was able to try it!
Even though the windows version is a bit buggy I can get the main idea, the sticks control phenomenally well! surprisingly for using the crank, the game itself is pretty basic and reminds me a bit of the homerun constest in smash bros
It could totally be expanded exponentialy to make a puzzle game where you try to make bridges for little ai controlled characters, the physics are pretty good
The physicality of the stick worked soooo well with the crank I had a lot of fun just playing with that system. Then actually working on trying to build a bridge/tower was it’s own satisfying adventure!
Sometimes something “simple” just works
Here you go, this should work on Win64: https://spelbaar.nl/_nexiv/temp/win64_ForgetLevels.pdx.zip
the control scheme is super unique here, i really like the use of momentum with the crank, feels super satisfying to just go ham and see how far i can absolutely LAUNCH a line. i think it would be really funny to have some kinda power ups, like a one-time trampoline or launch ramp 😆the score saving is also super appreciated considering the jam time. gotta get better but right now 1432 is my best
Controlling the stick felt so nice-- fun to both get the small movements when necessary but also just spin like crazy. Some of the specifics of the game loop took a bit to figure out, but I could play this forever. Fun to think about some sort of expanded version with types of gaps to cross and multiple tetris- or building-block type pieces to build with
I had some of the most fun with this game in the jam. Something about seeing how far I could make my stick bridge go and at times getting my stick spinning as fast as I could down it, had me coming back. Well done!
Took me a little bit to understand what I was trying to do, but this is really fun once you get it! I felt a surprising amount of player agency for being a stick.
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