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A jam submission

Endurance EternalView game page

Snacky block puzzler with a Lovecraftian undercurrent
Submitted by HyperSlow — 10 minutes, 9 seconds before the deadline
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Endurance Eternal's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#252.8583.500
Presentation#292.7223.333
Enjoyment#302.5863.167
Overall#302.7223.333
Concept#332.7223.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
HyperSlow

Software used
Godot, Pixel Studio

Use of the limitation
I knew I wanted to do some sort of block-based puzzler before the limitation was announced, so brainstorming for the actual gameplay was just about how to incorporate temporary solutions or challenges. The gameplay is based around short-term solutions to stop blocks from filling up, but the blocks will never permanently stop filling up, so every action you take is a temporary band-aid at best. Your tools to stop the blocks from filling are also temporary, as they'll disappear if you don't use them fast enough.

Cookies eaten
0, unfortunately, but this reminded me that I have some in the pantry, so 1 soon!

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Comments

Submitted

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

"Mortals solutions are temporary. I am Endurance Eternal." -> Made me think of the "Tetris" god. XD

Haha, in the tutorial: did you know that "Delay the inevitable" was actually Ludum Dare 50’s theme? XD Funny coincidence

"Your available shapes will be shown in a column on the left." -> My previous reference to "Tetris" was really spot on, apparently!

(silly personal detail) like the hand-drawn tick and cross, I have a thing for such hand-drawn material :)

I thought the tutorial was clear!

Playing: yes, and the details sink in. :)

No sound? I think those could have helped, including for using a shape; sfxr is a quick and practical option for such a game (and a lot of others, actually!). :)

Ah, the Beast generates as many squares as the current level number! Did the tutorial say that?

Haha, nice blinking effect for the red 1s!

Things get interesting at level 6 when I am treated with several simultaneous red blocks, at each step in a row!

Lost, at level 6 or 7… Hey, you can continue playing during the fade out. ;)

Oh, the game does not keep track of your score/level! :o Too bad, so I cannot check. Maybe add this for the game over, and possibly a high score / highest level feature. :)

Takeaway: interesting puzzle game! Somewhat of a mix between "Tetris" (shapes + block destruction) and "Othello" (two players + double-edged sword tokens + no time limit), I would say. :) Link to the constraint is felt while playing, alghough you could argue that this is close to the classic evolution of "infinite puzzlers", but let us not be nitpicky there. ;) I am sure the game could be extended (with, say, bonuses, blocking tiles… All of this is used in so-called ‘match-3’ games, actually!). Add some sounds and visual effects to the mix (imagine those blocks getting thrown away rolling!), and it will get some punchiness, which would be fitting seeing the panic that creeps when getting to higher levels.

This may be the first ‘classic-oriented abstract puzzle’ game I see in a game jam, and it is a good one! :) Thanks for the concept.

Submitted(+1)

The tutorial makes it look way more complex than it really is. I do not have any suggestions on how to improve it, though. Maybe just “show, don’t tell” with animations instead of that much text — although i know that in a jam such niceties are not easy to make.

The “middle levels”, that is after the second or so up until the point things get unmanageable, are a bit boring. I kept filling blocks to create the shapes i had available and the beast had no way of beating me, so i felt like i was doing a somewhat pointless exercise waiting for more interesting things to come. This is OK for the first level, as i was getting used to the game; maybe the difficult ramp should follow more an exponential rate rather than linear, so that it gets to the good part faster.

I do not know if it would make things more complicated for no gain, but sometimes i missed a “skip” button or something. This happened on these “middle levels”, where i could see that gray boxes would form shapes i could use, so i was forced to fill a block, making me feel like i was “helping” the beast.

I think i would make the game over condition more obvious when the beast wins. Since i could no longer pay attention to everything, my experience is that the game “decided” to fade out and spit me back to the main menu. I assumed that i lost, but i did not see it.

I am amazed how you took familiar shapes of blocks and still made a unique concept with them.

Good job!

Submitted
maybe the difficult ramp should follow more an exponential rate rather than linear, so that it gets to the good part faster.

In Tetris, you can select the starting level; I believe this would be a good feature here.

Submitted

The originally concept!!!