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A jam submission

DerorrimView game page

Like Laser Maze, but better!
Submitted by glasstacojar — 20 hours, 7 minutes before the deadline
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Derorrim's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#34.5174.517
Accessibilty#203.1383.138
Fun#223.5863.586
Overall#273.4243.424
Controls#273.4483.448
Originality#333.5173.517
Audio#512.7592.759
Graphics#603.0003.000

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.3

Wildcards Used
Memento Mori

Game Description
Like Laser Maze, but better! Place mirrors to be able to reflect beams of light from a laser to the goal.

How does your game tie into the theme?
The goal of the game is to use mirrors to REFLECT light from a laser.

Source(s)
N/A

Discord Username(s)
glasstacojar

Participation Level (GWJ Only)
4

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Comments

Submitted(+1)

Leaving the shots behind and having the grid in the background are great QoL features for playing. nice job!

Submitted(+1)

Really good idea executed well.
I had some inconsistency with the way the mirrors reflected the beam. Other than that it was super good. Good job :3

Submitted(+1)

I loved your game! I was trying so hard to get 3 stars on each level. Love the choose your own path!

Submitted (1 edit) (+1)

Liked it, although I was kinda confused on inputs, something gain focus and pressing space and mouse got me some weird stuff. I loved the light beam to persist after hitting the wrong spot, and liked the level stars too! Found kinda hard to hit the angle you wished for as already stated but that's not so easy to achieve, unless you have enough time or played with something similar in the past. Great entry! I'll came back for sure if you are going to update the game after the jam end

p.s: even if music can be distracting sometime I would recommend to add a little base to keep players playing to the rhythm :)

Submitted(+1)

Easy to understand, I liked it, it was really fun, good job!

Submitted(+1)

It's really fun, not having limit when building add to creativity. I don't thinks it's intend but when we shoot we can unter build mode and moving and rotating mirror while the bullet is moving meaning some level can be made with one mirror that we move allong. It's fun to do tho

Submitted(+1)

Some already said that, but I agree that some 'snap' to place or rotation would help a lot. Beside that is a good game, easy to understand and hard to master. Congrats! :D

Submitted(+1)

Great game! Good job :) I love it. I love the way you can build the mirrors and there is no limitation to it. It really helps to see where the beams of light stopped, so that you can build on from that point (very good implementation of the given theme memento mori i.m.o.) And like the others already mentioned I can also see a lot of potential in creating more complex scenarios if you plan on working on this game some more. :) 

Submitted(+1)

Nice game! I love the idea of needing to complete the levels in the least amount of shots and mirrors to get a higher score. I feel like the levels could be cut down a bit, a lot of them use the same mechanics and concepts as previous ones with not a whole lot of "new". For example, maybe instead there could be just a few levels that show of the basics, then move onto using the prisms. Also not sure if this was intentional, but you can shoot the light and then switch to build mode and move around the mirrrors while the light is still moving. However, that could be an interesting idea to explore, but yeah just wanted to point that out. Otherwise, fantastic submission!

Submitted(+1)

Nice work!  I remembered your name/icon, this is a lot of progress from the duck jam!  The "laser corpse" actually works pretty nicely to help figure out how to adjust (at least initially unless too many get shot off).  I had a lot of similar feedback to others so here are some suggestions on how you might fix some.

I think actually making the laser speed user-controlled would be good; sometimes it's nice to make sense of the path, sometimes you want it to go fast, just let the users decide for themselves.

When the click starts, you might save the offset from the mirrors position and add so the mirror doesn't jump around.

Even if you don't do a laser sight in the game, I'd definitely make one for debugging, you can actually make a node (inherit from CanvasItem) and override `_draw()` to do custom things and call special functions like `draw_polyline() .  Building off this, I think I'd generally want "instant fire" mode, that maybe left a scorch mark at the end to help judge how off I was.

From another comment, I'm not entirely sure how you're figuring out reflection, but the way I did it was using raycasts: `ray.global_transform.x.bounce( ray.get_collision_normal() )`, this works because I set the raycast x=1000, y=0, godotneers youtube recently did a great vid on transforms that explain what all that means.

Again, really great work, looking forward to update.  Hopefully this helps you get a ... mirror polish.

Developer

This game can definitely crash if you setup the right combinations.
image.png

Submitted(+1)

Interesting puzzle but the controls are not quite intuitive... The way the moment you click on a mirror it snaps on your mouse for moving or rotating makes fine tuning the mirrors more tedious than it already is. Additionally the game lacks any concrete logic for its star system - Normally puzzle games with a star system lock them behind some hard restriction, like score vs birds used in Angry Birds. But for Derrorim, you have no restrictions, you can use as many mirrors as you want, fire as many shots as you need. Since these are unlimited in use AND the basis for score, there is no reason for the player to just find the right solution, restart the level, and get the three stars by not changing anything in their strategy or procedure other than doing what they did just now, again... Whichs begs the question: Why does the score look at the start of the level to the end, rather than 

As a side note, the prims are a neat mechanic but I feel they outclass mirrors to the point you have no reason to use them once they get introduced, besides the potential risk of crashing the game.

Developer

It might help if you pretend, like Felix Dubois said, that it makes it more realistic: if you wanted to adjust the mirror, as soon as you touch it, it bumps a little in a super frustrating way! XD
All joking aside, I couldn’t figure out how to fix this and it was pretty frustrating to me too. I think I have an idea of how to take care of it, and I’ll fix it after the jam.
I thought it would be fun to add scoring to it, but I should have made it more lax. Ideally, each level for have a par, but that sounded boring to try and get right, so instead the score for each level is calculated exactly the same (lazy) way: if you have fewer than 9 shots and 3 mirrors, you get 3 stars; fewer than 16 shots and 6 mirrors, you get 2 stars; all else gets you 1 star.
On the note that you could get 3 stars if you set it all up right after starting over, that’s actually how I envisioned somebody could get a perfect score, which I’m currently okay with, unless you have a better idea. It looks like your message might’ve gotten cut off, though.
When I work on the game more after the jam, there will be mirrors that need white light, so the prism won’t suffice.
Thanks so much for playing and leaving such detailed feedback!

Submitted(+1)

Nice idea and a rather catchy realization! Yet the precision becomes way too tedious rather quickly - I would recommend either making a set of angles (8? 16? 32?), or adding some extra control helper (like "shift" for 45-degree rotation)? Or if you really want to stick with all the possible angles - maybe add a laser pointer? Then it won't be about shooting and waiting to see how accumulated angle errors make you miss, but rather mirror adjustment game :)

Developer(+1)

That’s a great idea with the slow-rotation mode! Assigning shift to rotate the mirror half as much would be a great way of doing it!
Originally I just had the mirror rotating 22.5 degrees each click of the rotate button, but I wanted to allow for more fine-grain control. This came at the cost of making the game a bit more frustrating, but I didn’t know how to allow for both. I think with a slow rotate mode would be a big help here.
I think I’ll probably add a laser pointer after the jam’s over, but it seemed like a lot of work, so I didn’t look into it yet. Somebody else mentioned that the beams are too slow, which probably adds to the fact that this is a game that ends up draining quite a bit of patience…
Thanks so much for the feedback! It helps to be able to reflect on how to make this game better and how to learn from this experience!

Submitted(+1)

Dang this was good. I think it overstayed it's welcome by 5 levels or so, but the color mechanics were really cool. The laser physics seemed just a tiny bit off to me, so it was frustrating to get the lasers to do what I wanted. I really think this game could use an angle set or steps for rotating. But hey it's hard to make a puzzle game like this where you give the player all the ingredients and let them cook. Brave even. I might have set the kitchen on fire at one point and lagged the game out (using the glitch with getting an infinite prism loop another comment mentioned). That's not a knock on this game though, figuring out that I could do that was a treat :)

Developer

That’s sweet that you able to burn down the kitchen like that! I didn’t even realize there was potential, but I definitely wanted to leave it a bit open on how to solve each thing.
I got to the end of my timeframe and had about 6 levels that I used for testing different mechanics. I spent way too long on cleaning up the first two levels to be the tutorial and ended up feeling like the game was too short. I spammed out a bunch more levels, finally got the prism working right and spammed out the rest, so yeah, too many levels. Thanks for naming about when it started to feel stale! I’m planning to work on the game after the jam too, so I’ll shrink what I have to about 12 levels, and try to add some new and interesting concepts for future levels.
And so you know, the laser physics are a bit wrong. I was having a hard time getting Godot collisions working how I wanted them at the start, so I changed to using Area2D’s for the mirrors. Well, the beams ended up drilling through a bit and crashing into the walls on the other side if they were too close. I fattened the collision box which solved the drill-thru but now it feels just a bit off…
I’m grateful for all the feedback, so thank you for making the game better.

Submitted

haha no way we did the same thing then. In my game you bounce a ball back and forth as one of the main mechanics, and I knew going in Godot's physics would not give the results we wanted. Had to whip out a pencil and paper to do some trig and figure out where the ball should go if it hits the edges or needs to bounce off something. Basically made a custom rigid body system, though still leveraging built in collision detection with Area2Ds for some cases. Tough problem but I'm pretty happy with how it came out. Hate to say it but that kind of math might be ahead of you if you go down that path lol... good luck with the game!

Developer(+1)

Hah! That’s great! I ended up rotating the velocity of the beam, then reversing the y velocity then reversing the rotation. It seemed like the easiest way to avoid most of the trig. I checked out your game before - it’s one of them that looks the most appealing, and it was super fun, but it seems like it’d benefit quite a bit from a controller. I have a controller I need to pull out and use it before I can give you guys a fair review. :)

Submitted(+1)

I enjoyed the game for the most part, but towards the end I admittedly got frustrated with trying to get just the right angle on some of these shots, especially when trying to minimize mirror usage.  I did catch on to being able to hold down the rotate button for fine control, but the mirror's rotation changed a decent amount when I first clicked it every time so it was hard to make fine adjustments between shots (which is accurate for working with optics irl from my understanding lol)

Developer

Nice! I’m glad the mirror quirkiness that I couldn’t massage out can be explained away as “realistic” and “life-like”! I have the rotation being modified based on the origin of the rotation button, and didn’t end up finding a better way… Actually I just thought of one: I can record the position of the mouse on the click and compare against that. Duh. Well, I guess I can fix that after the jam!
I think another good thing to help with this would be to allow the player to input the degrees for each mirror somehow.
Thanks for playing! I’m glad that didn’t drive you crazy! (presumably)

Submitted(+1)

A simple concept, but very engaging. I enjoyed trying to solve the puzzles with as few mirrors as possible, even if my laser score was quite abysmal. Very easy to understand, pick up, and play.

Developer

Thanks for playing and I’m glad you enjoyed it!
I figured that people could figure out where the mirrors should go and retry the level once they have a better plan. That way they might be able to do it with fewer shots the next time. Not super planned out…
As I really love spamming the lasers. :) When testing I had a laser score over 50 most of the time.
Thanks again!

Submitted(+1)

Definitely on theme for this Game Jam. I think with some more investment in graphics and audio this could be a great game. I could definitely see it being a fun mobile game :)

Developer

Thanks for playing, Jibby!
I’m actually not sure where I want to go with the graphics. They seem to fit the style of what I want the game like pretty good, but they still seem do be lacking… something…
Definitely plenty I can do with audio, and we’ll see where we go with that.

Submitted(+1)

Some of those levels felt a bit... filler-y. Between that and the slow moving bullets (and my own insistence on using as few mirrors and shots as possible) I didn't really enjoy this one that much... but I think a big part of that is that I got my fill of adjusting little reflective surfaces until bullets ended up in the right place last week already, so that's not really your fault. Maybe if I could see the last bullet's whole trajectory instead of it just embedding itself in the wall? Anyway, its a basic concept, but executed well enough!

Developer

A couple things:

  • before I released it, I got feedback that the bullets were much too fast, and I must’ve tonight it back a bit too much. It feels slow to me too.
  • one of things I wanted to put in was to ability to set angles be degrees instead of moving with the button.
  • the bullets sticking was a bit of an afterthought because of the one wildcard. I thought about adding bullet trajectory, but it times like too much hassle.
  • which level would you say it started to feel like filler? I was worried that it would that feel that way, but hoped I was doing enough variety. Hopefully you found the level select screen and were able to play around with the prisms a bit before you threw in your hat.
Developer

And no hard feelings. Thanks for playing and leaving a comment! All very good feedback that I’ll plan on updating after the jam!

Submitted(+1)

Generally great Game, it was the first thing I thought of when the theme got announced, and you executed it really well. I liked the multicolour stuff, but found a big bug with it. When you place a prism facing another prism the output of one will trigger the other which can generate infinite shots which can be really game breaking. That put aside, the game war really fun and had some pretty challenging levels.

Developer

Thanks, CodeCrow! I noticed that the multicolor prisms could end up in a loop, but I didn’t think about how that would affect the shot count and score!
After the jam I’m planning on working on this still and one of the things I’m going to fix is that the beam angles coming from the prism will change based on the angle the beam hit the prism at. This already happens with the normal mirrors, but I ran out of time getting it to work right with the prisms. It wouldn’t entirely fix this problem, but it was something that bugged me.
I think the right solution would just to be that only the white beams could be split into different colors… Thanks for the feedback! Now I have a good idea of how to fix that!
Also, for some reason itch isn’t linking to your game, but did you work on this one? The game doesn’t list you as a contributor, but your profile does: https://itch.io/jam/godot-wild-jam-75/rate/3114155

Submitted

Yeah, that’s my and edvids game.  He uploaded, which I think is why it doesn’t link to me…

Developer

Weird… Are you still able to vote? On the past two jams I’ve been on a team and it lists all the contributors. Wait, I think I know what the problem is: you can add people to the game, but not list them as a contributor of the game. It’s just a little checkbox in the settings.

Submitted (1 edit)

Can one still do that later on? I can vote and have admin access to the game page and the submission page but cannot see the checkbox. Maybe it’ll link to me later if we can find the checkbox….

Developer

I see something like this on past projects and it looks like I still can add people and change contributor: image.png
If you want, we could hop on a call in Discord and I could try to help you find it.

Submitted

I’ll check in back with Edvid first, I actually looked into the Game Jam Submission options, so I’ll see if I can find the option in the game’s options. Thank you for the help tho!

Submitted(+1)

Found it! Thanks!

Developer

Great! I’m glad to hear it! Also, to confirm, I see you as a contributor now. :)

Submitted(+1)

Nice Game! A hint for new players, when rotating, click and drag to get fine control. I was rapid clicking the rotation arrow to get the mirror to move and that was less fun.

Developer

Thanks for that, hansory!
I noticed my friends being confused about it when I showed it to people in person, but totally forgot about it! I put a note on the game page, but not sure if that’ll be obvious enough…