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I Forgot The Level!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
fun | #6 | 3.064 | 3.250 |
use of console | #7 | 3.300 | 3.500 |
creativity | #8 | 3.300 | 3.500 |
Overall | #8 | 3.221 | 3.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord username (Optional)
bremxo
Source code (Optional)
http://please ask if you really want the source to this, it's really not that grand
Explanation (Optional)
Probably obvious, but the player builds their own level (which I 'forgot' to build).
**Please note:** Play either on real hardware, or on Linux/x64, as I used C to be able to do physics!
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Comments
This is such a good mechanic and very creative fit of the theme!
I did miss a bit of a goal/reward (a puzzle, obstacles or pretty levels), but the sandbox stick controls are quite promising 😀
Thanks! Yeah, this is definitely a candidate to play around with when it comes to expanding to a full game :-)
Lots of fun! I really enjoyed the creativity here with the mechanic, the rotation to move felt like it was well balanced (you got the Box2D parameters right!). It was fun to try and get it the stick either to jump as far as possible or to build a steady bridge.
For the jam, I would have liked to see a little more "game", since once your bridges disappear, it's a bit sad :') Maybe a timer that calculates your high score and restarts you from the beginning afterwards, rather than being kind of open-ended. Hopefully that makes sense :)
I feel like this mechanic could be a foundation for a much bigger and more interesting game! I felt I wanted to climb up, down, carry objects with me and go even further to the right. Anyways, nice work for the jam!
Thanks!
I had a lot of thoughts on how to expand this, but I only had about 10 hours to work on it in the end. – One of the things I had to decide between was going vertical or horizontal, because I knew I couldn’t do both.
By ‘less open-ended’, do you mean something like the space having an end, you could build towards?
Yeah, an end would make sense too! I was imagining a timer (e.g. 2 minutes) for you to build as far as possible, and then it restarts.
The thing that felt a bit uncomfortable was the "endless" style, which kind of progressively reset your progress and made it less motivational to get back.
But those are just some game design nitpicks! Overall the mechanic was very fun to play with and I'd love to see it used in a bigger game. Definitely gonna try out Box2D in my spare time.
Thanks! I think I see what you mean.
Please note though that the Box2D port I used here is of ‘Box2D Lite’, which is, as far as I can figure out, the renamed version of a really old version of Box2D (close to when the original author first presented it to the world) – this was likely done to be easier to port of systems like the Playdate, but it does make a lot of the tutorials out there not quite applicable to this version. For example, there aren’t different joint-types, it’s all done through the same joint-class. – It’s simple enough that you can just pick it up if you’re familiar with the Playdate C-API though!
Finally was able to try it!
Even though the windows version is a bit buggy I can get the main idea, the sticks control phenomenally well! surprisingly for using the crank, the game itself is pretty basic and reminds me a bit of the homerun constest in smash bros
It could totally be expanded exponentialy to make a puzzle game where you try to make bridges for little ai controlled characters, the physics are pretty good
The physicality of the stick worked soooo well with the crank I had a lot of fun just playing with that system. Then actually working on trying to build a bridge/tower was it’s own satisfying adventure!
Sometimes something “simple” just works
You know how to compile this for Windows?
I was planning to try to compile something on Win when I’ve got a little bit more time, either this evening or tomorrow.
Here you go, this should work on Win64: https://spelbaar.nl/_nexiv/temp/win64_ForgetLevels.pdx.zip
the control scheme is super unique here, i really like the use of momentum with the crank, feels super satisfying to just go ham and see how far i can absolutely LAUNCH a line. i think it would be really funny to have some kinda power ups, like a one-time trampoline or launch ramp 😆the score saving is also super appreciated considering the jam time. gotta get better but right now 1432 is my best
Thanks! Yes, power-ups are an idea that didn’t make it in, sadly. – But I don’t think I’d thought of trampolines and launch-pads yet! I’ll definitely play around with those as well if I ever get a post-jam version out :-)
P.S. Good score! Launching can be very effective :-D
Controlling the stick felt so nice-- fun to both get the small movements when necessary but also just spin like crazy. Some of the specifics of the game loop took a bit to figure out, but I could play this forever. Fun to think about some sort of expanded version with types of gaps to cross and multiple tetris- or building-block type pieces to build with
Thanks! Yes, it’s quite expansible! I actually really wanted different types of blocks in (you’d have gotten them with a power-up), but ran out of my (partly self-imposed) time-box. Pickups that could increase the time you have, etc.
I had some of the most fun with this game in the jam. Something about seeing how far I could make my stick bridge go and at times getting my stick spinning as fast as I could down it, had me coming back. Well done!
Please Note! You would need to play this either on Linux/x64 or on the Playdate for now, as I did use C for the physics. – Sorry about that.
Took me a little bit to understand what I was trying to do, but this is really fun once you get it! I felt a surprising amount of player agency for being a stick.
Thanks for persevering 😅 – and letting others know!
Glad that at least one person could play and thought it was fun ☺️
I get this same error on sim, but uploading to device works. My guess is the author used a different architecture to build than you're running on. Simulator has that limitation for games using C (like playbox2d) unless you do a song and dance to make a sort of "universal simulator binary".
Like Paul says, it’s either on Linux/x64 or on the Playdate itself for now, as I did use C for the physics. – Sorry about that.