Behaviour Engineer by pschichtel 2019-10-08T10:53:08Z
UPDATE nevermind, got it. very cool so far
Really need some kind of manual. Id like to play it but cant seem to understand how)
Foon → Ludum Dare Explorer → Users → enderr42
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Attempt | jam | 1024 | 3.04 | 2.95 | 3.10 | 2.89 | 3.04 | 3.09 | 3.13 | ||
| 2021 | 48 | Deeper and deeper | Monkey Business | jam | 1264 | 3.31 | 3.26 | 3.23 | 2.86 | 2.97 | 2.52 | 3.16 | 2.75 | |
| 2020 | 47 | Stuck in a loop | Despair | compo | 232 | 3.55 | 3.07 | 3.57 | 3.55 | 3.65 | 3.42 | 2.80 | 3.57 | |
| 2020 | 46 | Keep it alive | The Cause | compo | 347 | 3.60 | 3.36 | 3.58 | 3.60 | 3.18 | 3.47 | 3.63 | ||
| 2019 | 45 | Start with nothing | Emergency Procedures | compo | 480 | 2.68 | 2.50 | 3.54 | 2.88 | 3.52 | 2.50 | 2.85 |
UPDATE nevermind, got it. very cool so far
Really need some kind of manual. Id like to play it but cant seem to understand how)
I loved the visuals and very much liked the music stuff (would have been nice to have volume settings btw :) )
Gameplay needs balancing though. More frequently used resources should drop more often, as in "Wood vs Lava". The thing i missed most was some clarity about resource collection - graphically or otherwise, so that player can understand how to get what, and when to expect it. Even if the resources are absolutely random it adds a lot of "involvement"
Overall - very good. I enjoyed it for a lot of time)
Love the idea, 100% would play as a commercial title
The thing i would like is a key to reassign ...assigned keys...if that makes sence. But assembling future modules with an eye for countering your mistakes adds another level to the game, so it works.
Overall - awesome. love it.
Fixed the html issues, thanks! Didnt realise it was a problem on lower resolutions
@fractal sorry, there were supposed to be audio clues :(
It takes 5 seconds to depressurize, then some time to "fill" the battery
I ride a bike IRL and the game looks pretty realistic ;) Really good for a first 3D. Keep it up!
Yeah, the controls took some time getting used to. Otherwise - i admire your ability to make something this beautiful (in both graphics and mood\experience) in such a short time with the scope that you set for yourself. The style really hit the right spot for me and i just spent an ungodly amount of time enjoying the experience. Hat's off to you.
I wished for more recipes and a win screen, but its a very nice job overall:)
Pig smash stuff! I shall upvote it very much! omg i had FUN
*accidental double post*
Thank you all for your comments, it means a lot to me :)
@bumdag i just had to after the voting anxiety i got:)
@fpixel It was thrown together like 15 minutes before submission, and i used blur to mask my crappy handwriting and drawing
@peto184 I had to cut some of the systems, like a report on your progress and random events (GVRNMNT responses and your followers doing stuff by themselves)
@dante2001 Thx, I actually see myself working on it more after some time. Maybe smth will come of it.
@pkenney The thing is - the "buff" violet cards are adding effects on turn change, so you need to have both active to balance the cost out. some of the mechanics with the zero cost are broken a little and it makes them more OP. And the hope=100 condition is only the first half of the game,the next one evolves around getting to a certain number of one type of followers, which in turn triggers one of the two respective "win" conditions (cards) spawning. I really failed to communicate that clearly, it's the bottom text in the tutorial note on the beginning =(
@zenandanna lol they say that our creative output is fueled by our supressed desires :) **(i'm just joking for any policemen reading)** i'll be sure to poke you if i will be updating it at some point)
That was cool, i even made inkeeper sounds wile i was playing. Pretty sure my gf thinks i've gone crazy in 48 hours
As i tried to reach a neighbourhood of 5 infected houses that was spreading disease at an alarming rate, fighting through piles of corpses on the street and trying desperately to conserve the last of my disinfectant (the factory that made it closed some time ago due to workers dying out), i realised - Turn 15, will be the end. the end of everything.
Grim, macabre and daunting. I like it. Great job)
The only problem i had - a house spawned beneath the disinfectant level and i missed it constantly.
I got an old arcade vibe while playing, great stuff!)
Very good. I liked the art and absolutely loved the mood the piano loop adds. The thing that bothered me the most - my torch only ignited when i stepped out of the fire light's radius. Overall - great job.
THAT IS COOL Did i see procedural animation on the spider? THAT IS SOO COOL
Nice guitar, nice simple game loop. I think i was supposed to be chilling, but i went "aaargh" quite often. Good job.
OK, i see simulations - especially physics, i upvote. Graphics-wise the background is kinda mesmerising. I do not know what to tell you about the "toy" except that we need more stuff like this) I also will be looking at the source for research purposes(if you dont mind), bc i had an itch to do something with n-body physics for a long time.
I vote for hand-drawn existential horrors and avengers-style weather effects. Mighty impressive.
You aced the hand-drawn art, and i really liked the soundtrack. Got stuck a few times between colliders, but escaped!
Also. There are 4 crew. But i found 4 bodies + the player. Something the game's not telling me still )
Nice chill clicker, and i enjoyed the pod's motion physics) Couldnt quite figure out the mechanics for gravity so the game felt a little un-deterministic at times; Overall - great job!
Nice one, i've had fun, i'd love volume controls though. The flying mechanic is well made and planets zooming around reveal a level of stress i did not know ive had this morning)
I really need to go pet a cat right now.
This is great, much more than i expected, really. Spent some time, had lots of fun. The ticking clock+soundtrack really add to the game, so hat off to the sound designer!
frantic egg clicking ftw! Graphics are just enough, same with sounds, and a nice task progression (which gates rage-inducing after a while). I vote yes)
Loved the dawn of the first morning - when the sun came up there was a lush forest in place of a bare loop i walked just minutes before. Very atmospheric, really enjoyed the music. Have my upvote.
Very nice puzzle concept) I'm guessing your first time in unity? If so - very good. Keep at it!
I loved the tail animation, and the game feels very...simple, but _done_, you know. Great job.
That first shark attack..... The atmosphere in this is awesome, great job!
Yes, this is stirring some emotions, but i can't quite place them. (which is what games are supposed to do, make us feel stuff). And I'd love to take a peek at the animation code:) Top audio, Top mood. Good job!
Hah > 3000 on europe, 200 on USA :| I feel like i'm in a clerk heaven. Nice one.
Also if clicking "back" on lowest depth, post-processing still applies
Nice one. Some flashbacks clearly were had while playing.
Also, I'd not dismiss large wooden cube with GOLD on it so easy ;)
The presentation is great, very well made. It's not my genre per se, but i enjoyed the mood it brought. Very good job.
Very well done, I can see it going places post-jam.
I very much liked the mood and the style you were going with, but if it was me i'd balance out some enemies: i'd have given the little guys less HP but have more of them, that way it would feel more satisfying to clear them out; The big one fires a line at the players position (old one) so it's easy to evade, I'd have done "leading" the player, but more random spread for bullets.
Overall, it's a great submission, good job!
Saw this on twitter, had do play it. I think this is the most fun i had on LD yet :)
The loop feels great, upgrades and mechanics are polished and feel finished, sure the audio would do an extra mile, but, hey, compo)
Take my upvote)
@incd021 Hey thx) I never added the highlights for things you can click :(
Ah well, the truck seems to be driven by a monkey. Maybe he's stuck and can't get out?)
@malfeasance Mmm, bananas)
@landosystems Yes, that was...khm...intentional :)
Thx for playing guys)
First of all, thanks everybody for playing, sorry it took me some time to respond.
@zerocomms yes, monkoids are on the todo list)
@breadstick The pivot from high ActionPerMinute frenzy strategy to idle-ish base-builder was unintended, but surprisingly it worked out ok. I'm really bad at scoping, so it's missing a lot of features and decision-making it should have to be, you know, a game)
@general Дякую) The tutorial is kind of thrown together on top of the notification system :( And thx for the video, this kind of feedback is best kind of feedback
@paulloz *minion voice* bananaaaaa! Thx, will do)
@vicco Heavily inspired by Factorio and Rimworld, yes :) Sorry you've had bad experience, it does require a loooot of polish to be fully enjoyable, and i kinda understand now that this genre is not the best for gamejams :)
@yngvarr Glad you liked it, balance-wise i had to make do with _guesstimates_ in the time that i had, and the core loops sure needs debugging and polish, but...jams) Also thanks a lot for the video, it helps a ton.
@commanderstitch again, balance was mostly guesstimates, but i did put the low initial fuel-to-banana ratio to get the player to learn about upgrades early. Also there is one bug left intentionally to help with moneymaking, but nobody seems to have found it) The one you encountered required a lot of rework of the truck "AI" to fix after the deadline because The "AI" is an early prototype that i did not have time to revisit and so accumulated a TON of technical debt to the end of the jam :( so i decided not to publish the fix. Glad you had fun)
@frank-gevaerts Yes, technical debt sucks :( thx for the feedback and glad you liked it as it is!:)
@deathstorm Thx, those 72 were some painful hours) I just saw that you played it on stream, that's so cool) Gave me a little anxiety though :)
@someone @frank-gevaerts Huh, i'm getting a lot of feedback about the mouse zoom, i actually felt as though it's the logical way to go: since you have a "god-like" perspective on things you move the view closer to yourself or farther away. I guess i never paid attention on how that's done "traditionally"
Also on the other stuff: - The panning was originaly binded to MMB, but i discovered that HTML5 tries to pan the page when you hold MMB so i rebinded it at the last second (nasty WebGL, nasty) - And you discovered the two upgrade buttons that are supposed to turn off but do not because of panicked coding and me failing to write stuff down :( - Ye, the action menu was supposed to be "context" and appearing near the mouse cursor but i got a bug in RectTransform stuff and left it for the last moment and....ding-ding deadline :\
And lastly the loading race-conditions are a result of the big architectural piece of crap that is the Truck, that's the ultimate bane of this game as of now :(
That automation idea is actually something ive been thinking about for the post-jam version, nice one:)
Thx for playing and great feedback, and sorry it was....what it was)
@someone Ha. That's what i get for doing dumb random maps)
*Chanting* Abyss! Abyss! Abyss! Also how do all that fish live in all this caffeinated water, i wonder
The graphics and sound design are solid, beautiful, "not-a-jam" level. This is a tremendous job done in 72. Gameplay feels nice and casual, maybe a bit too easy. I could really use a Civilization style "end turn when all units moved" option though. Great job overall!
Yes, pathfinding could use some love. But i had fun overall. Also i notice a custom engine so that's an upvote!
The concept (conditional visibility) is really cool, i'd love to see it pursued further. And, It's a game!)
Yeah, i love it when people go above and beyond on jams like you guys did. This is by far the best i've seen yet, and it's definetly going into my favourites, to play later. The only thing confusing at first was the + and - mechanic, didn't understand it until the 3rd or 4rth time (i think). Hat is off. Great work.
If you plan a post-jam version, i would consider contoller support, i think the game absolutely asks for it.
OOOh i Love jam strategy games, rare jewels that stand out in a sea of platformers and action flicks) The only complaint i have is that the fighters alwasy stack up on one pos, a little inconvenient. Great one.
Those foxes are bruuutal. Gread job overall)
Nice experience, well made and well polished. I didnt realise ther was autofire at first and imagined i controlled my aim)