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A jam submission

The IlloopstratorView game page

Do you have what it takes to draw the most perfect loop ?
Submitted by Maxime — 1 hour, 42 minutes before the deadline
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The Illoopstrator's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#9864.0004.000
Narrative#14973.0003.000
Audio#20883.2003.200
Enjoyment#29873.1333.133
Artwork#32693.2003.200

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You draw loops

(Optional) Please credit all assets you've used
Used my own assets

(Optional) What would you like to be called if GMTK features your game?
Maxime

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Comments

Submitted(+1)

Nice idea, the mechanics work well, and I like that there is a setting and narrative that tells you why you are doing it. Nice work.

Submitted

It took awhile to get to the actual game play and I didn't like having to move through menus to select paintings it would've been nice if the game just went from one challenge to another without waiting for more game play. The actual drawing mechanic was implemented well though

Submitted(+1)

Very Creative and fun! How did you go about dynamically calculating whats inside and outside your loop? also which side of the line constitutes a loop in a complex loop? Really interesting

Developer(+1)

Thanks ! 

Haha, you're asking the magician tricks ?  I thought of a satisfying trick pretty quickly ! 

1- Get the points of the loop

The line is a line renderer, thus I have the list of points; when a "loop check" is performed (when the line collides with itself), I take all the points from the end of the line to the nearest point of the line that was collided (to have the points of the loops), by checking the distance one by one.

2- Check if the keystone is inside or outside

 Then, for each of my keystones, I compute the vectors from the keystone to each point "vector(n) = (keystone, point(n))"; then, I compute the delta angle between vector n to vector n+1. I sum up all those delta angles, and if the result is near 0, it means the keystone was outside; if it is near 360 degrees, it means the keystone was inside :)


I don't see what you mean by a "complex loop". Since the game stops when you intersect, you can always have two parts, the inside (the part that you can't escape when you're in) and the outside (the part touching the edges of the screen), am I wrong? To have more complex loops, like a 8, you need to intersect twice at least. However, this could be a nice upgrade to bring to further levels of the games, to allow one or more intersections; then, I guess I would separate the shape in mutliple non-intersecting loops, and handle them separately; if the keystone is not in any of them, it means it's outside :)

Submitted

AAAHH, I get it now. really cool!!
I think by complex loops I meant convex polygons vs concave polygons XD, I was thinking of a very different simpler approach before but your approach is much better!

Submitted (1 edit) (+1)

Very very original concept ! I won't lie I wasn't really digging the art (no offense) and after the 2 first puzzles I was a bit like "ok were is the puzzling part ?" but the next levels proved me wrong. Seeing the art at the end of your loop creation is really smart, you are playing a game and bam you just created a form that looks like a painting. The concept works really well !

Submitted (1 edit) (+1)

Very fun game once you get the hang of it, although I did get frustrated with the collision a couple times. I feel like it could be a little more lenient

I love the how the looping music reflects your actions

Submitted(+1)

Very unique take on the concept, although the collisions with the paintbrush can be frustrating at times.