Ludum Dare 41: If Potato Meets Flag Then

“If Potato Meets Flag Then” by joqlepecheur.

“[A] programming game, mixed with a platformer.”

When we think of platformers, we all know some game design conventions. For example, when we simply run into an enemy, it will damage or even kill us directly. Another example would be the winning condition: When we reach the flag or checkpoint of a level, we win. Yeah, yeah… It’s all the same formula, over and over again, right? Not in “If Potato Meets Flag Then”! Here you have to alter several parts of the ‘level code’ to interact with the game with the help of some visual programming gameplay!

There are two types of ‘code elements’, that are changable: The yellow ones represent the characters and objects of the game (the character, the monsters and the grass), the blue ones represent states of some kind (like ‘is running into a specific direction’ or death). Each level will show you its scripts and there are yellow and blue frames, which can be manipulated to you. That way, you can for example not just win a level when the hero reaches the flag, but when the grass does, or you could change the ‘code’ that not the character dies when they move into an enemy, but the other way around!

The puzzle design is absolutely fantastic and gave me several chuckles, because sometimes the solution was so easy, but I couldn’t think of it immediately. I just love how this game plays with my expectations of the platformer genre, which makes it even a bit of a meta game for me. There’s even a bit of an educational game in it, because it’ll teach non-coding people what several basic coding elements mean. A wonderful entry, which deserves more attention in my opinion. >>PLAY