764hotshot 2018-12-05 02:34
you haft to make you game public on itch.io for people to play it
Foon → Ludum Dare Explorer → LD43 → The Lost Company
By whismirk
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 191 | 3.55 | 20 | |
| Fun | 155 | 3.50 | 20 | |
| Innovation | 152 | 3.44 | 20 | |
| Theme | 108 | 3.91 | 20 | |
| Graphics | 171 | 3.58 | 20 | |
| Mood | 100 | 3.61 | 20 |
you haft to make you game public on itch.io for people to play it
That's true, you need to make it public
@764hotshot @nekonyo It should be good now. Thanks for making me notice it !
The graphics card I have uses opengl 4.1 I get this error Captura2.JPG
I want to play it but I can't 😟
The gameplay is good to handle and the Graphics and Sounds are simple, but good. Good Work! I really like pixelarts and this kind of game.
@nekonyo I'm sorry, I can't do much, Godot 3 only supports OpenGL 3.0 and higher. Have you tried updating your drivers ?
@codesity Thank you for your feedback ! ^^
OpenGL 3.3 is older that the graphics card and the last driver version was from 1 year ago. That driver version says that it supports openGL 4.6 . Later I will try on another computer
https://cdn.discordapp.com/attachments/403345925705170947/521045276077719573/unknown.png :thinking:
It took me some time to learn the instructions (I think you can add them ingame too) but once I got it, is so fun to play, I really liked it!
Just two suggestions:
1. Add some sound, it would be nicer if the game had sound, you can just use [bfxr](https://www.bfxr.net/) to create some pixel-style sounds
2. You should mark the itch.io Windows build as it, like this (now you have only linux and macosx marked):
download.png
So people like me (nerds) who use the itch.io client can try it more quickly! (Also you can use [butler](https://itch.io/docs/butler/) that does this quite "automatically")
@balduvian-dead Thanks for reporting the bug ! It's strange though, I don't think I allowed variables to stay under 0, but I'll take a look at my spaghetti code. Apart from that, did you enjoy playing ? :smiley: @rodel77 Thank you for your feedback ! I indeed planned to make some sound effects with bfrx during the last few hours of the jam but I really ran out of time at the end (that's also why I couldn't implement a tutorial and more traits/soldier types). Oh, and I checked the Windows mark on itch.io, it should be fine now :wink:.
@whismirk yep, it can now be started through the itch.io client, thanks! And ya, I know what it is running out of time... that was my biggest problems this time haha
I like the concept a lot, and the art is well done! Though I couldn't tell where the troops in the far corners were at night, and audio would have gone a long way, but other than that, good job!
Great concept and nice graphics. Had to play multiple times to get the hang of it. It's a hard game but a rewarding one. You really have to split your army to different tasks well if you hope to grow your inventory of food and ammo.
Really liked the random events that happen and I laughed a lot when marines started deserting and stealing food :P
Overall a very nice game ... Good Job!
A lot of fun, I wish there would've been a quick tutorial however it was quick and easy to pick up what was happening. I've seen and heard of choice based rpgs but never played any before, but after this I would really like to try them out. I had a lot of fun with this game. The only negative things I have are: Tutorial or some sort of description at the start of the game such as "Gather food with gathers and keep everyone safe with the medics but don't let their moral drop or they will desert you.", A second is I would love a fast forward on the intro and or talk screens. Besides those two things Congrats on finishing! and hope to see what you have next jam 10/10 will play again!
Hi there, this is a rather interesting concept! Here is what I felt. For me, the game felt confusing at first, even with instructions. I also wasn't sure what the goal of the game was. Was it to repair the radio? Push the rebel advance to 0%? Survive and last as long as possible? Starting off, the big "Proceed" button is the largest UI element of the screen, yet clicking on it does nothing. It should maybe only appear after all tasks have been assigned to the soldiers as it is currently the first thing that captures my attention when I start the game.
When selecting a person and sending him off on his mission, sometimes multiple characters would then disappear. I later realised that I had accidentally sent them all on that mission as left clicking stacks the selected people. However I think this wasn't very obvious. I understand that the soldiers play a hand up animation when selected but I was distracted by the animated speech bubbles that I didn't notice that. I think having some indicator like a circle underneath selected soldiers would be more visually noticeable so it is clearer to the player that there is multi-selection.
As for instructions, it will be nice if hovering over the some buttons in-game could show what the effects are. For example, with a soldier selected and the mouse hovering over the 'Rest' or 'Eat' button, it could perhaps show the boost it would have to health, or morale bars to the selected soldier. This is also a possible improvement as some tasks are vague until you try them out - what does repair do? What is it repairing? A hover tooltip to say "Repairs the radio to enable communications" would help slightly or even hint at any negative consequences a task may have (Execute could say that this would make your soldiers unhappy). These will help to make the game a lot more understandable. Since you already have implemented the hover on soldiers to display their info, having this for the buttons would be great as well.
The text illustrating the happenings at the end of the day could also animate faster. After a few times, the player will have gotten the flow of the game and would not necessarily want to read or wait through the crawling text to read what happened and move on with the gameplay. Perhaps left clicking once should instantly show all the text, skipping the animation, and another click would skip the screen altogether.
Some sounds would also help to establish the mood of the game as I didn't know how I was supposed to feel (dire?) in the game. Some ambient sounds would have easily set up some atmosphere and made it so it wasn't silent all the way. You could take this a step further to have some sound effects for when people leave or die, to make the consequences or sacrifices more impactful.
Introducing a "feed all" when there is sufficient food to feed everyone would introduce some quality of life as right now the player would need to select the entire army one by one to feed them, and then select them one by one again to distribute tasks. Otherwise, a click and drag to select soldiers would be useful, though this may be slightly more technical to introduce.
Lastly, I lost the first time but having an option to restart the game at the end would be nice and also unlock the ability to skip the introduction text in subsequent playthroughs as we have already read it and we don't have to wait for the animation to run before we can start the game.
Thanks for making this game. It is interesting to see a decision making game like this one, as I have not tried one like it so far here! With the above improvements to make the game more intuitive to play, the experience would definitely be a lot more enjoyable. All the best with the compo! :)
It took me a bit to understand how the game works but it's been a fun experience trying to make my pals survive day after day :) You should definitely add some music.
Sound would be great. I thought it looked great, and the idea was interesting, but I honestly couldn't get into it, I'm sorry to say. Not sure why, maybe its cos I wasn't sure what the goal was.
Very happy to see a Godot game though, and thanks for providing Linux binaries!
A great game overall. The UI did feel a bit confusing at first. As someone else said, the big proceed button shouldn't be visible until it's able to be pressed. Also, having the hover reveal the details instead of having to click each character is a great addition, but I'd at least have the currently revealed character highlighted in someway (say, given an extra blue tinge or something), because at times I'd hover over a character, but then accidentally move the mouse a fraction over without noticing, and then rest the character when he may have had full health, etc. So some way to know who was actually being displayed would help with that.
Also, I think a background behind the text in the button right would also help. I completely missed the two percentages at the start.
Finally, having the descriptions of each button on here is good, but having a a description pop up when you hover over the buttons in-game would improve the experience a lot more.
Game-play wise, I think healing needs to do a lot more, even when my troops had all eaten twice, rested, and were healed by the older doctor, their health barely improved. And even surviving another 10 day after repairing the radio is a bit rough.
Overall though, still a great game which great executing of a great concept that really fits the theme. :thumbsup: