Really neat game! I included it in my AGDG Halloween Game Jam compilation video series, if you'd like to check it out :) https://youtu.be/Je_8vL8_0AU
Spooky route v1.1.1
A simple puzzle game for AGDG's halloween game jam. Prototyping mechanics for a minigame in my hacking sim (see vestigialdev.tumblr.com)
Added "Auto route" option according to feedback so you don't have to mouseover things
Added mute button
Changed art from numbers to multiple arrows
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Cool concept, haven't seen anything quite like it. However, it did feel as though I could just work my way towards a solution without really thinking ahead, or planning, or anything. I just kind of worked towards the direction of the end point and after a little trial and error got the solution.
Perhaps you could explicitly generate a correct solution (or even a few), and then make the board more chaotic so the player has to find that path.
Hey man, thanks for the review. I hear what you are saying about a "series 1, level 2" or whatever type progress indicator. Levels are randomly generated on the fly, so it was pretty funny to hear you talking about already playing some of them. But I'll see about changing to hand crafted maps, which would guard against what you pointed out as that one level that was just straight across.
And seriously, thanks for the overall encouragement!
* I felt like I was smashing combinations together until I got something. I didn't feel much impetus to make shorter paths, and I couldn't think of much else I could do to "beat" each puzzle in a way that would make me feel clever. the puzzle just isn't a good core loop, although maybe it's a solid minigame ala the pipe puzzle in bioshock.
Sorry for the lack of real feedback, this sort of thing just isn't my bag (baby)
Thanks for the feedback. The video helped me understand something I didn't plan on, that some people were starting at the end and working backwards to the start. I hear what you're saying about smashing random combinations rather than picking out clever moves. I'm going to experiment with a smaller board, but do you have any suggestions for how to make it feel more important to find shorter paths? Limited number of rotations maybe, but that feels like a cheap and arbitrary constraint.
I think it would have been better if you didn't have to mouseover the blocks. Just make the path turn blue and stay blue.
Thanks for trying it out, I implemented your suggestion (auto-route in the top right) but it made the game feel more chaotic and outside the players control. Like sometimes you can rotate one thing, and the game will "accidentally" completed due to the auto routing happening to complete a path to the end. Its in there as an option but its toggled off by default, but thanks for the input still