GiTD #41 - *Congratulations Aesica*

23 posts

Flag Post

GiTD #41 is finished. Now it’s time to vote!

Theme: Random Generation
Voting will go until 7/3/2014 at 9PM EST, at which time winners will be announced.

Voting Rules:
You must vote for a 1st place and a 2nd Place. The 1st place vote will receive 2 points and the 2nd place vote will receive 1 point. The person with the most points will win. Using alts to vote will result in disqualifications. Remember to make it clear who you are voting for. You cannot vote for yourself.

Past and present participants to the GitD may vote without being questioned, but all others may have their votes rejected by the GitD organizer and/or past and present GitD participants if those votes are deemed unfit.

Entries
Aesica – Marisu’s Adventures in Randomonia – older link, see below
Shake_N_BakerLunar Hex (My apologies for not including this in the original list)
ShalmezadPixel Wars (source)

 
Flag Post

Link to Aesica’s is broken.

Shake_N_Baker – Lunar Hex (not listed for some reason): I don’t get it. It says that hexes slide until they are stopped by another hex, but they don’t slide. Sometimes I can get one to move 1 space, but that’s it… Which makes most of the boards unplayable. I imagine this must be a browser- or flash-version-specific problem???
Edit: Wait, now I can get them to slide to another hex… I’m fairly sure I tried that before and it didn’t work, but maybe I just wasn’t paying attention.

Shalmezad – Pixel Wars: Controls are too touchy, though, making trying to obliterate an enemy an exercise in pixel-perfect precision (pun intended!) — but then, my pixatar had a speed of 20. I could only ever manage to line up to about every third pixel row of the enemy, no matter how I tried. Tried one with a speed of 11, which was still touchy, but at least somewhat manageable (but then I only had 4 HP). Enemies came in waaaaay too fast the vast majority of the time. Got the suicidal blurb. Seeing what builds I got from the names I put in was more interesting than playing the actual game… I think it needs some more variation in enemy movement (other than just speed), but would be somewhat interesting as a PvP/deathmatch/team thingy…?

Aesica – Marisu’s Adventures in Randomonia: Controls are good, except for flying, which is just weird (I know it wasn’t really flying… So why did you keep it in?). Regular enemies were more difficult than the boss, who was really slow and predictable. Could use some items/inventory or something, but a decent play. Congats on your engine achievement.

1st – Aesica
2nd – Shalmezad

Sorry, guys, I was actually working on something for this one (well, I kind of started yesterday)… In Haxe 3. I ended up switching back to Flash too late (plus I didn’t notice this ended at 9 EST, so I was 2 hours off).

 
Flag Post

My link broke because I goofed up. When I uploaded the version with the boss lair proximity detector, I deleted the other one because at the time, I saw no reason to keep an outdated version in one of my fastswf account slots. Then I realized, "9 EST, not 9 PST. Oops. Anyway I’ll do all the voting/etc stuff later when I have more time.

Thus, people should be voting on the version without the boss lair proximity detector, since that’s the last version that made it in before the deadline.

 
Flag Post
Originally posted by dragon_of_celts:

Link to Aesica’s is broken.

Fixed per Aesica’s note.

Shake_N_Baker – Lunar Hex (not listed for some reason):


Also fixed. Really trying to figure out how I missed that.

Sorry, guys, I was actually working on something for this one (well, I kind of started yesterday)… In Haxe 3.


Understandable. Even though haxe + openFL is extremely similar to flash, you really need more than this GiTD to get it down (as I found out last time)

plus I didn’t notice this ended at 9 EST

Then I realized, "9 EST, not 9 PST. Oops.

Sorry guys, it’s been EST since GiTD #37 . Unless you have a nice house for sale on the west coast, it’ll stay like that, so make sure to do the appropriate conversions ahead of time. =)

 
Flag Post
Originally posted by Shalmezad:
Originally posted by dragon_of_celts:

Sorry, guys, I was actually working on something for this one (well, I kind of started yesterday)… In Haxe 3.


Understandable. Even though haxe + openFL is extremely similar to flash, you really need more than this GiTD to get it down (as I found out last time)

Actually, it seemed to be going rather smoothly… until the graphics started doing something that it couldn’t have been doing (or, at least, I couldn’t see how it could be doing it, according to rather simple code that I had looked over several times), so rather than trying to solve the enigma (read: bash my head against the wall), I thought I should just re-do it in Flash.

As for EST, I had noticed it before… then promptly forgot about it.

Brains. Who needs ’em, right?

…apart from zombies…

 
Flag Post
Originally posted by Shalmezad:

Fixed per Aesica’s note.

That’s definitely the wrong one. The version that made it in just before the deadline is the last one I posted in the other thread. This version.

 
Flag Post
Originally posted by Aesica:
Originally posted by Shalmezad:

Fixed per Aesica’s note.

That’s definitely the wrong one. The version that made it in just before the deadline is the last one I posted in the other thread. This version.

Alright, think I got it this time!

 
Flag Post
^ Yup, that's the right version!

Lunar Hex: I'm not exactly sure what I'm supposed to do. Sometimes, I can get a piece to move one hex, but that's really about it. Also, during one "generate new" attempt, my browser stalled for some reason. I haven't been able to reproduce it, so maybe it was just something else in another tab, as I tend to have 4 tabs at the very least open at any given time.

Pixel Wars: "xxx" seems to generate a fairly powerful pixel-thing. Hurray for porn! Anyway the concept reminds me some old "game" (you didn't really get to do much in it) called My Brute, or something like that, which also generated stats and other things based on the player's choice of name. I just wish there was more variation in enemy behavior than what was currently offered.

Alright, votes:

1st - Shalmezad: Pixel Wars
2nd - Shake_N_Baker: Lunar Hex

Controls are good, except for flying, which is just weird (I know it wasn’t really flying… So why did you keep it in?). Regular enemies were more difficult than the boss, who was really slow and predictable.
I left the flying in because, well because I never got around to removing it or limiting it with a flight bar or something. The boss doesn't really have much in terms of AI that the random enemies don't, other than the switch to home in on a target (the player) and pass through walls. He's harder if you don't fly the whole time. :)
 
Flag Post

My votes:

1st – Aesica
2nd – Shalmezad

Aesica – I thought it was a pretty nice game. I was glad for the hot / cold boss room addition you added at the end, before I didn’t even know that there was a boss. It took me a little bit to adjust to the jump control, for some reason I expected it to be the up arrow or the space bar. The enemies all appear to have different behaviors, which I liked, but I wish they could have had a bigger/better area to showcase those behaviors. The hero appears to be quite overpowered at the moment with his massive health and wall piercing shots, might just be so noobies like me get to actually see the boss. The boss as of right now does not seem to have too much going on. Lastly I appreciated the addition of some music to the game, just don’t forget to add a mute button since I know people always complain when its missing.

Shalmezad – I’m not really sure what to make of the game. I liked the innovative way hero generation was done, I can’t say I’ve played a game where that has been done before. I found the game to be a little too fast paced, or at least my characters controls. I would tap the arrow key and shoot off in one direction faster than I was expecting. I liked that my bullets actually destroyed pixels off of the enemies. The objective seems to be too simple at this point with points as the only real show of progress, maybe adding goals or stronger enemies as you score points, could better immerse the player into the game? Not much else to say, with a bit of work I could see this being a rather enjoyable game.

To those that played and are confused with my puzzle I would suggest playing the updated version which has a step hint button to show the shortest path solution step by step. Other than that I take it I should probably take some time to drop the player into a short tutorial / add some visual cues on what is an allowable move for a selected hex. Lastly seeing how Shalmezad posted his source I figured I might as well do the same, so here it is.

Edit: Also about the slowdown of the browser on generation, the code I used for these versions just randomly creates a board and tries to solve it, discarding all that are not solvable and repeating until one is found. A brute force method which I make no claim to be very consistently fast. I made a few improvements from the initial version to the updated version in terms of efficiency, but as I posted before I saw very little difference in speed.

 
Flag Post

Oh, I meant to say this yesterday when it was more relevant, but I forgot. Yesterday’s (July 1st) badge of the day was for a game with randomly generated levels. Fitting, wouldn’t you guys say?

but I wish they could have had a bigger/better area to showcase those behaviors. The hero appears to be quite overpowered at the moment with his massive health and wall piercing shots, might just be so noobies like me get to actually see the boss.

The player was overpowered because I never got around to properly tuning difficulties. Time constraints and all. :D As for there not being enough room for the enemies to do their little turns on the catwalk, scrolling is the main thing I wanted to add, but didn’t have time for. (I’m not too fond of the single-screen levels myself) Not only is it less interesting for the players, but makes it difficult to come up with interesting and varied levels after awhile.



Originally, there was going to be twice as many areas as this.

 
Flag Post

Aesica – Marisu’s Adventures in Randomia: As randomly generated dungeons go, this one’s not too shabby. I’m not sure why missiles can pass through walls, but that design choice, along with the ability to “fly,” made the game much too easy. There’s nothing really special about the final boss. It can fly and shoot missiles, and it has a lot of hit points, but there are no special actions that players need to discover and execute to take it down. Regardless, this entry certainly qualifies as a complete game and a decent GitD entry.

Shake_N_Baker – Lunar Hex: Once I figured out how to play the game, I realized it was actually pretty good. The instructions don’t adequately explain how to play, so it takes some experimentation to figure out the mechanics. You can click any of the small colored hexes and move them along six possible directions. The hexes can only stop at a position in front of another small hex, however. The objective is to bring the small red hex inside the large red hex. On the right side of the screen, the game indicates the number of moves required to solve the puzzle. The more moves required, the more difficult the level is. What is most clever about the game is that despite having randomly generated levels, they are all solvable in the indicated number of moves. This is brilliant, simply brilliant. I am amazed with how clever this game actually is, but I’m saddened that the inadequate instructions are causing many voters to give up on it too soon. This game needs better instructions and possibly some sliding animation.

Shalmezad – Pixel Wars: At the start of the game, I typed in the word “incontinent” (don’t ask me why), and I got a pixel with Power 2, Defense 3, Speed 13, and Health 15. I then typed in “dog” and got a pixel with Power 11, Defense 15, Speed 19, and Health 6. So the word “dog” is better than “incontinent”? How so? I eventually settled on the word “cat” and played the game, which turned out to be a simple shooter in which some enemies moved way too fast.

My Votes:
1. Lunar Hex by Shake_N_Baker
2. Marisu’s Adventures in Randomonia by Aesica

Incidentally, I didn’t read any post beyond the OP until after I had posted my vote, so I didn’t bother playing Shake’s updated version. I didn’t realize that Shake used a brute force method for level generation until after I had read his post. Not as brilliant as I thought (heheh), but the design is still more innovative than the other entries.

 
Flag Post

Timers are helpful… if you don’t press snooze.
Voting is now over.
The final tally count will come tomorrow, but if I did the math right:
Aesica – 5
Shalmezad – 4
Shake_N_Baker – 3

 
Flag Post

The turnout for these just isn’t what it used to be. :(

 
Flag Post

No, its not. I haven’t had the time to do a lot of things. I meant to get around to looking at the entries and then…got busy and never got to it.

 
Flag Post

Summer semester is killing me… I intend to participate in GiTD#42,though.

As a matter of fact, I hereby vow to enter GiTD#42! Even if it means entering with something lame and having my GPA drop =]

 
Flag Post

I finished my puzzle game and posted it here on kongregate for anyone interested.

 
Flag Post
Originally posted by Shake_N_Baker:

I finished my puzzle game and posted it here on kongregate for anyone interested.

“Luner”?

Much improved, though I would suggest two things:
1) Show possible paths for selected hex in light grey (just helps in visualizing possible paths/solutions. Better: dark grey for paths leading to an edge, light grey for paths leading to another hex, and target symbols on spaces where the light grey path terminates), and
2) When player has selected a hex and then clicks on a space that the hex cannot move to and you deselect, show a little message stating that it can’t move there and why (“no blocking piece”) — just be sure that if user clicks a hex then clicks the same hex again that they don’t get a message (deselect “silently” like you do now).

It won’t really change the game play at all, but may help people that are getting frustrated with it and/or don’t quite get it. Also, please separate music mute from sfx mute. While the background music was a decent selection, it does wear thin after a bit, but I still want to hear the piece movement sounds.

It would be nice to have a check for no viable moves left (no hexes can move, because all of their pathways (not immediately blocked by another hex) lead directly to an edge of the board). I’m not sure how useful it would be, though, really (I purposely grouped my hexes just to see if it would).

Levels that are completed in less than the best number of moves should get a silver symbol similar to the gold one you get for best “time” (I completed level 19 in 11 turns, 3 short of best, and it looks the same as untried levels).

Played up to level 23 of the set levels and tried one randomly-generated level. I think I’m played out for now. Might come back to it later, I don’t know.

 
Flag Post

Haah! I don’t know when I started that typo but good catch. I think I just wanted to use the hexagon ‘e’ again on the title screen or something xD. I greatly appreciate the feedback and added the changes, though I can’t edit the game name which also has the typo. :’(

 
Flag Post

This just goes to show how important instructions and an intuitive interface can be. Now that I actually understand how this game works, I feel like I sold it short in the contest because it’s rather clever. In addition to what was already suggested (particularly, highlighting viable paths when a hex is selected) allowing a move to trigger when ANY space along the movement path is clicked would make the concept easier to grasp.

 
Flag Post
Originally posted by Aesica:

…it’s rather clever.

I agree 100%. Good job on making the game more intuitive, Shake. I already saw early on that the design of this game is really clever. Kudos on that.

 
Flag Post

Thank you guys! Aesica I’ve added your suggestion and I have to agree it does seem more intuitive. Also if anyone wants to look at the source code it should be all up to date with the recent changes.

 
Flag Post

One thing I noticed: If I select a hex, then click the buttons to go back or forward a level, the selected location remains selected. It doesn’t seem exploitable though.

 
Flag Post

Nice catch! I’ve uploaded the fixed version.