[LD35] Soko Match

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Shift the tiles around and and match them up. Soko Match is a cross between Sokoban and a Match-3 game. You can match 3 or more tiles in a row or column with the same color or number. Can you get to 15 matches?

Play on itch.io: https://francoisvn.itch.io/soko-match
Ludum Dare entry: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=23363



So I made a game for Ludum Dare 35 this weekend. Yay! The venue at the Bandwidth Barn was great for Saturday, and I worked on it a bit more on Sunday, but I would have liked to spend more time on it. I think there are some interesting interactions going on, but I think the space hasn't been properly explored yet. If I have some time I might spend another day or so exploring the design space, but I'll probably wait till the Ludum Dare judging is finished at least.

So if you have a moment, check it out and see what you think. Any interesting ideas for design space I should explore?
Thanked by 3Tuism Ross Kobusvdwalt9

Comments

  • Just played the electronic version. The pushing felt a little "slow", like it was unresponsive somehow? Maybe it's that the player icon seems to accelerate too slowly, I dunno...

    Also had a random thought about this earlier: Why not make the grey blocks spawn at the location of the last-pushed block in a match? That's sort of what Triple Town does and it seems to work pretty well. Would give players the option to control things more, but might also require a warning that a grey block is coming next. You might still need that warning, TBH.
  • Voted! It feels really polished. Well done!
  • Voted.
    Felt really polished but I also felt like I wasn't sure how the newer blocks are spawning. I really like the fact that you can push block through one side into the other side!
  • It's practically ready for release! Looping space always breaks my brain in the best way, and the double condition for a match is cool too. Then again I have no experience playing match games. Is there a guaranteed way forward?

    Maybe a special match (If you fulfil both conditions on one match?) could change up the reward a bit to provide a difference of kind and a goal for optimal play?
  • You're really got a knack for these kinds of projects :D Nice one...and yes, I got 15!
  • Firstly, thank you everyone for all the feedback. So far the feedback has been more positive than I expected, which I guess is a good sign, cause I still see a lot of untapped potential.
    dislekcia said:
    The pushing felt a little "slow", like it was unresponsive somehow? Maybe it's that the player icon seems to accelerate too slowly, I dunno...
    I get the same feeling, but I haven't had a chance to really look into it much. Technically the animations should take about 0.2s, which was fast enough in Streamline to feel nippy, but Soko Match has a lot less juice overall. So I think either it's the lack of juice, or perhaps it's some lag somewhere. It's perhaps worth mentioning that the move only actually takes place on key up, so perhaps I should change that to down?
    dislekcia said:

    Also had a random thought about this earlier: Why not make the grey blocks spawn at the location of the last-pushed block in a match? That's sort of what Triple Town does and it seems to work pretty well. Would give players the option to control things more, but might also require a warning that a grey block is coming next. You might still need that warning, TBH.
    I have some ideas about a more Threes-like system where blocks continuously spawn, perhaps at the center of the next match or on the last pushed block or something (that's a bit more complicated cause you might have simultaneously pushed all 3, due to wrapping). I think it'll be important to see the incoming block so you can prepare, and have some element of control over where it'll spawn. The current build doesn't really give you much control over that, and very little warning (the immovable blocks just spawn every 5 matches), so I think this will be a low-hanging fruit area for me to tackle.
    Ross said:
    Is there a guaranteed way forward?
    No, at the moment is a bit random and the game can definitely put you in a stuck position. Sorry if that happens, writing code to detect stuck states was a bit too much for the time I had available.
    Ross said:
    Maybe a special match (If you fulfil both conditions on one match?) could change up the reward a bit to provide a difference of kind and a goal for optimal play?
    Good idea, definitely something to consider :)


    Thanks again for all the feedback everyone, I do appreciate it :D
    Thanked by 1Ross
  • Hey had a playthrough of this. It was interesting. It's a nice start. Like you've mentioned there seems to be a lot more design space to explore. Like what @dislekcia mentioned about kinda informing the player where the grey square will appear. Or special match as @ross pointed out.

    I didn't particularly like that the move happened on key up. I don't quite see why that was a decision. Reason? Is it to give the player time to think about that move?

    Oh, am I missing something? What are the symbols for? It really broke my brain. You just match the colors, right?

    Great game with interesting mechanics to play around with. I'm sure you just run out of time hence little juice and sound.


  • @SUGBOERIE: thanks for checking it out!

    I don't actually have a good reason for doing the action on key up. This was mostly a copy-paste thing that I didn't revisit during the jam, but it's on my list now :)

    The symbol shape and color will always match (this is mostly a small colorblind and UX thing). You can match either everything with the same color/shape, or things with the same number. If you think of them as mini poker hands, you can get either 3 of a kind or a flush.

    You're right about running out of time. I would have loved another day or two, but alas work and LD didn't align well this time. Hopefully will come back to it in a little bit :)
    Thanked by 1SUGBOERIE
  • This game has that same zen feeling I got from playing Bejeweled or any of the 2048 games. Swipe and match, swipe and match, until those bloody rigid blocks show up and force me to think :)

    The core match 3 mechanic is already very solid, adding the above suggestions will only strengthen it. Then you just add some juice and ship it! You have such a talent for creating these types of games, can't wait to see what you make at the next LD or Mini Jam :)
    Thanked by 1francoisvn
  • Thanks @Fengol. I was hoping for better results, but I think those are quite fair and in line with the game I submitted.

    I'll probably still come back to this and work on it some more. I feel like there's still some untapped design space here and a little it of work could potentially turn it into something fun. That said, right now I'm working on another (as of yet unannounced) project, so I'll probably only come back to Soko Match after I'm further along with that :)
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