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A jam submission

Assemblin' GreenView game page

It requires assembly alright... as in assembly language!
Submitted by srpent — 2 hours, 5 minutes before the deadline
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Assemblin' Green's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#363.8924.545
Originality#393.7374.364
Graphics#773.2703.818
Fun#813.0363.545
Overall#892.9253.416
Audio#1142.3352.727
Controls#1152.5693.000
Accessibility#1641.6351.909

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.0 beta 10 mono

Wildcards Used
N/A

Game Description
You begin not even being able to move, but then you earn commands to use in an assembler to effectively build your own character controller(s).

How does your game tie into the theme?
It requires assembly... as in the programming language!

Source(s)
https://github.com/srp-mx/godot-jam-53

Discord Username(s)
SRPent, G4 Arlet Báez

Participation Level (GWJ Only)
0

My game has an export for Linux, Windows, & Mac and/or is playable through HTML5

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Comments

Submitted(+1)

Wow incredible effort and great take on the theme. I am extremely impressed with the attempt and everything after here should be taken as a constructive feedback - not trying to criticize but want to give my suggestion but please read on only if you have the desire

One main pain point: No saving/resuming - please add a config save to this

Although I love the idea of using assembly language in the game: I think it might have worked better for simpler world (only 45 degree turns?). Also I never found the need to use if/then logic or functions and again I think simpler puzzle or strategy game where you need to do repetitive actions would align with coding more. 

Graphics were amazing for the short time constraints and I could not image trying 3D but to nitpick: the flashing when you go through walls was off putting, hope it is possible to control the camera to prevent this in a future update. Really looking forward to a final product

Again Great effort and love the idea

Developer

Thanks! I totally agree with you on the saving/resuming, thankfully it should be pretty easy to implement if we decide to update the game, it could be as simple as a bit field for the unlocked sets, maybe a bit field of piece collection and the player's position perhaps. So thanks for pointing out a big pain point that I totally agree with, with the added benefit of being a relatively simple fix! 

I agree that the instruction set was not explored very well, probably as you say a simpler puzzle/strategy game would have worked better since you can totally just write small snippets that change the player character's state a bit and rewrite stuff from there, thus avoiding (code) logic completely. Or maybe we could've focused on the character-controller-builder aspect more, where you could prewrite your controls with maybe some constraints and then not be allowed to edit it in "action mode" or whatever, somewhat like Kerbal Space Program's spacecraft building/flying loop.

Thanks for playing and going out of your way to provide some really nice and useful feedback! :')

(2 edits) (+1)

I loved this game so much. I would have loved for a game like this to exist when I was learning assembly in college, it makes it all so much more palatable. Excellent work!

If I had any complaint at all, I was wanting the cmpkey instruction sooner than I found it because I immediately wanted to write a character controller haha

Developer

Thank you, I'm glad you enjoyed it! The cmpkey instruction was certainly THE most debated one, since we thought  it might be a little too overpowered? Thinking back on it, I agree that we should have leaned more heavily into it since it was one of the more interesting aspects of the game! I'm 100% with you on this one now that you point it out, so doubly thanks!

And finally, thanks for playing and writing! :')

Submitted (1 edit)

I just want you to know, you're playing with fire 1/7th of the rating criteria is based on fun. Edit: hehe.

Submitted

Another criteria is "controls," and I can't control what comes out of me when I write assembly. 💀🪦

Developer

I share at least the first frustration with you, and while I don't understand what you're trying to get at with the second one, I appreciate that you're trying to share your concerns regardless.

We fell more than a bit flat in all honesty and it's totally on us. Thanks for pointing some of it out! I understand that you don't know if we're aware of those issues and that when reviewing something you should point out what's wrong regardless of any internal reasons, since those challenges can and should be overcome!

However, I do want to ask you to keep the snarky remarks to yourself when reviewing submissions you think are not very good, while I do invite you to share your thoughts on them even if they're not positive. 

Anyways, thanks for playing and writing! :')

Submitted

Oh, srpent! I'm so sorry! I was completely joking.

Just a riff off of how so many people hate writing assembly. I thought that was a pretty standard jest of assembly. I'll delete my comment, if that sounds good.

Submitted(+1)

Truly incredible work. I was trying so hard to think how to incorporate assembly language into my game as well. Graphics are also top notch, this would be great for a tutorial like series on assembly.

Developer

Thanks a lot! I hadn't thought of that, something like Sebastian Lague's "How Computers Work" could maybe work with a more polished version of this perhaps. That would be pretty fun!

Thanks for playing and writing! :')

Submitted(+1)

Gotta love pseudo assembly games. Interesting implementation in making it 3D too, good job!

Just sorta wish the interface was clearer, the terminal seems to get stuck in front of the camera and hard to properly see the screen

Developer

Thanks for the feedback! Godot's 3D editor did give me some rough simulation sickness I must say, not sure what it was lol. I'm totally with you on the interface! I wonder how replicating something more like the interface of Godot itself could work, or maybe something different might do us better. 

Thanks for playing and writing! :')

Submitted(+1)

incredibly original and underrated entry. for those who know about compilers and assembly language, its very impressive to not only see it done in Godot, but with functionality tied into a game. this could be expanded and shared as a public computer science learning game! great job all around and thanks for bringing back some college nostalgia.

Developer(+1)

That's so kind, thank you!! I'm super glad to hear that it brought you back, it means a lot :')

The source code is open if you're interested, I was thinking of putting a copyleft license but I have to read up more on the details. The Godot stuff is on the top-level files while the language stuff is under the "code/assembly" directory. Sorry it's a mess lol.

We don't have any plans currently on expanding it, but we might consider it at some point. If anyone wants to reach out I'd be happy to listen.

Thank you for playing and writing! :')

Submitted(+1)

Reminds me RoboTurtle (board game) where you put instructions (directions) and then run the robot.

Nice.

The only thing is that running on windowed version it was hard to acquire focus to open terminal /menu.

Well done!

Developer

Thank you! That's funny, RoboTurtle (or at least something similar) is precisely something my teammate and I were discussing as we built the game, so I'm glad to hear it came through to you! 

Just out of curiosity, what about being windowed made it hard to acquire focus to open the terminal/menu? Did it go off the screen or was it too small or something else?

Thanks for playing and writing btw! :')

Submitted(+1)

Yeah, it looks like on some of the screen resolutions the menu items might go outside of the working area.

And I would make the text about right-click a little be bigger to make it more obvious.

I've attached the example below.


Hope that helps.

Developer

Thanks a ton, it helps out a lot! I thought I locked the screen res but apparently I must've done something wrong and didn't really test the final build too well. Thanks for the tips and going out of your way to share this, I'll keep all of it in mind for next time! :') 

Submitted(+1)

Hmmm... I didn't really know what to do here. I don't code in assembly, so everything was so foreign to me. I like the art style though! Good design!

Developer

Thanks for the feedback! I agree we could've done a better job at guiding the player, sorry about it. If it's worth anything at this point, on the top-middle pannel you can see some buttons with instruction names, if you press them a guide will be written on the bottom-left panel. You may have to scroll on both panels to see any relevant info. There's an example of an assembly program on the entry's page, but the gist of it goes something like this:

<instruction1> <param1> <param2>
<label1>:
<instruction2>
<instruction3> <param1>
hlt

Your first program might look something like this:

interact
hlt

Sorry if it's not too clear still, specially for the stuff later on.

Anyways, thanks for playing and writing! :')

Submitted(+1)

Amazing interpretation of the theme, this is an incredibly impressive submission. I can’t believed you built a virtual machine for a game jam. The art is cute and the game gives an interesting use for the coding system without immediately overwhelming the player with the enormous instruction set you managed to implement. The compile and run buttons could do with keyboard shortcuts, but otherwise I have no complaints! Fantastic work guys!

Developer

Thanks a ton, that's very kind! You're totally right on the shortcuts, that's something we totally missed but makes so much sense! 

Thanks for playing and writing! :')

Submitted(+1)

Kinda hard to get to understand it, but once you get into it, it's really fun.

Developer

Thanks for sticking with it and for the kind words! :')