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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
  • Judging Ends: in 16 days, 2 hours, 45 minutes, 56 seconds
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    Comment Response (Hungry Hungry Castaways)

    Posted by (twitter: @kennygoff)
    May 10th, 2010 10:53 am

    SonnyBone says …

    SOME OF MY CREW STARVED TO DEATH

    I’ll miss you forever, Frank!

    I love that guy. He was a last minute addition but did add a bit of humor to an otherwise morbid game.

    triplefox says …

    Match-3 never felt so “life-or-death” before. I played longer than I thought I would, mostly to see if I could actually get a good result. Finally got one after cracking open the code and seeing that it requires 2500 points on day 1.

    Something that bugs me though is that it should become easier to survive as more people starve :/

    Not displaying the points needed to complete a round was a bad choice. By the time I realized that, however, it was too late. And yes, I thought about that too. Unfortunately I was well into the weekend and too far along the game when I thought about that, and decided that although hit didn’t make sense, I couldn’t think of a way to fix that problem without changing the gameplay. If I did it again I would’ve made people get weaker, not die, and therefore they need more food to keep alive (although it would eventually come to a point where everyone else died, so it was a dead end story that only dragged down the game).

    KavuDX says …

    When the instructions came up I had a COMPLETELY DIFFERENT idea of what the game would be, and was a bit disappointed when I saw that it was some kind of Match-3, but it ended up beeing really fun, and I kept playing for a while.

    Good Point: The drag and select mechanic was very creative!
    Bad Point: No sound besides the cries of help from my crew inside of my head.

    Sorry if I wasn’t clear in the instructions what kind of game it was, but I’m glad you though it was fun! :) And thank you, I ‘ve never seen that in a match-3 game before and I thought I’d try it out. I’m working on exploring this mechanic further and I’m currently working on a new game that I’m going to put a lot more thought and polish into, including some music and sound effects my friend is helping me out with.

    Daniel Zoran says …

    The game was a lot of fun, not sure about the theme use, but I played it and enjoyed.

    Thanks :) but I don’t see how it doesn’t fit the theme.

    fydo says …

    I liked the drag-to-select feature.
    Also, any game with beards is OK in my book! :)

    Me too! And yes, beards are awesome.

    eli says …

    I’m on the same page as Kavu. It feels like the instructions are for a different game.

    It was very addictive, but I realized I just wasn’t getting any better at it, so I stopped.

    Yeah sorry about that :/ And In my new game based on the same mechanic, I will be adding a lot more to the gameplay to keep it interesting and fun to play even as you progress.

    xeon06 says …

    Great interpretation of the theme.

    Thank you! You seem to be one of few who think that way.

    Endurion says …

    Neat :) It uses the same mechanic I have in a never finished game of mine. Dangerously addictive.
    Polish’er up and add music/sound!

    Working on it :D

    jovoc says …

    I like that you tried to put a twist on this type of matching game but unfortunately I think the changes to the formula detract from the gameplay. Why make the user drag over each tile instead of just selecting all adjacent foodstuffs? And not sure what you gain making R and D manual operations.

    The theme worked surprisingly well here. It really added humor and narrative to the game. Esp. like the bugs. Ewww. Overall fun but gameplay a little odd.

    I liked the drag-to-select mechanic because it added a sense of challenge where you didn’t just need to find a match, but chose how to clear it. In a match with 6 pieces together, you could clear all 6 or clear 3 then three (which would actually give you more points the way I had the point system set up). Plus I think that I adds more thought to clearing because you can’t just click around randomly to get clears. But I’d like to hear more about what you have to say in regards to your view on the flaws of the mechanic.

    As for the R/D buttons, an earlier version of the game really relied on the strategy of using deliveries and randomizing manually, but that changed as the weekend progressed, i just forgot to change that as well.

    Hempuli says …

    Addicting, but quite far from the theme, I think.

    Again, I don’t see how its far from the theme.

    philomory says …

    Interesting core mechanic; Some extra status info would be good, but overall I liked it. Addicting enough that I played for quite a while.

    Thanks! And yeah I realized that it was lacking some status display.

    IK1985 says …

    not a bad little game, i agree with a lot of the comments that it could of done with some sound, apart from that it was really good.

    Thanks :) Like I’ve said previously, I’m working on a game with sound that will have the same core mechanic but will hopefully improve on most of the flaws of the LD entry.

    2 Responses to “Comment Response (Hungry Hungry Castaways)”

    1. jovoc says:

      Hm, it never even occurred to me to select less than the largest contiguous group of matching items. It’s going to be hard to retrain players who are so used to the largest matching group == better, but that could make for a cool and deep strategy game, just make sure you find a way to teach players.

      My biggest gripe is that drag-to-select was just a lot more work than simply clicking, and it slowed down gameplay. It’s a cool idea though, maybe you can find a way to make “click to get the whole group” the normal gameplay move, and the “drag to select” the “advanced” move and somehow use that to create rare but high-scoring combos. It was definitely an intriguing mechanic, seemed to slow things down “as is” but has a ton of potential.

      • Kenny G says:

        Thanks, jovoc! I’ve actually been considering making it “click to get the whole group” and then ease the player into the drag-to-select mechanic as the game progresses to later levels to add challenge and switch up the gameplay a little. I do like you’re idea of making the clicking the standard, but making the dragging an option for advanced moves and combos and more points (even more than my solution). That seems like a great way to allow a broader range of skill sets and also to have an interesting gameplay mechanic fused with a classic one. Like I said I’m working on a new version of the game (although it most likely won’t be based on islands like the LD entry) and I’ll be trying out a bunch of different gameplay methods and scoring systems to test in order to make the best game possible (and I even have a few friends to play-test that I can be with while they play to truly get an understanding of how other people play). Thanks for all of your input and criticism! You’ve helped me come up with some great ideas for the game!

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