Power Surge by danielilett 2017-07-31T21:07:31Z
Still no link...
Foon → Ludum Dare Explorer → Users → Hilvon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Search and Resque | compo | 613 | 3.21 | 3.03 | 3.25 | 3.57 | 3.35 | 1.67 | 2.31 | 3.00 | |
| 2019 | 45 | Start with nothing | [NSFW] Naked Escape | compo | 510 | 1.95 | 1.67 | 1.80 | 3.25 | 2.12 | 1.10 | 2.17 | 1.77 | |
| 2018 | 43 | Sacrifices must be made | Price of Power | jam | 770 | 3.11 | 2.88 | 3.27 | 3.50 | 2.85 | 1.71 | 2.29 | 2.44 | |
| 2018 | 42 | Running out of space | Room Tetris | jam | 988 | 3.00 | 2.72 | 3.07 | 4.07 | 3.25 | 1.42 | 2.38 | 2.58 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Battleship CRUSHER | compo | 599 | 2.90 | 2.63 | 2.98 | 3.68 | 2.44 | 1.23 | 1.45 | 1.72 | |
| 2017 | 40 | The more you have, the worse it is | Maze Crawler | compo | 570 | 2.90 | 2.60 | 3.00 | 3.03 | 2.92 | 1.75 | 2.54 | ||
| 2017 | 39 | Running out of Power | Runaway Convoy | compo | 489 | 3.00 | 2.76 | 3.26 | 3.63 | 2.83 | 2.21 | 2.34 | 2.51 | |
| 2017 | 38 | A Small World | Small World Survey | compo |
Still no link...
Can see Google links above the screenshot now.
Have you intentionally map the jump to Shift key? The window kept throwing a popup at me after pressing it 5 times in a row at the most inconvenient moments...
But other than this, quite a fun game.
The ship appear to experience too much drag (and rotation drag)... meaning that for example if you start rotating with 2 cards, it is then sometimes enough to use 1 to kill the rotation... Also some indication of ship's current velocity would be handy.
The skill checks appear to be terribly... random. For some reason I had better chance of success with a low skill person. Also Would've been nice to have some "cafeteria" where people could just chill without spending energy...
Good game. Controls feel slightly off, but I can't exactly tell how to fix them.
Also when the number of powerups is big, the game seem to have some performance issues...Not sure if that is lighting or object spawning problem.
Great game! Though I would appreciate an accessible button to exit it in the end... Also roll animation is really slow... Not that it stops you from avoiding attacks (and in any case changing direction of movement also help avoiding fire unless there are too many tanks around)
I like this game. Pretty simple and fun.
Had some problems with WebGL version - controls sometimes stuck and the avatar just ran off uncontrollably in one direction.
Getting ready for my third LD. :) Now even more prepared than before. Hopefully this will allow me not to bellyflop like the previous two times.
Lessons learned from the previous attempts: 1) LD is not only about making a game. Playing other games and judging others is as important... Probably even more important. 2) Need to plan the workload. Trying to push in features at a cost of bad UI is... not good thing. Simple things that take time - need time. 3) Plan for enough food and sleep. An exhausted programmer is a bad programmer! 4) Will I be able to cram in sound-effects this time?
And as a final sidenode - Binge-slaughtering 2500+ themes was fun!
Thanks everyone for your feedback! Really appreciate it!
@thelukker - click on ships to select. Them click on buttom in Top-Middle to Warp them. Select which ship will return the key and warp it back. Repeat untill you run out of power, or all ships are transferred. :) There should be a help button in top-left. :smile:
@sivael - Well.. Never intended it to be infinitely replayable. On the contrary wanted to give some players satisfaction of 100%-ing a game...
@gonutz - Please tell me if that works: https://drive.google.com/open?id=0Byqjs9lBsVIXVWkwY1h2bng2cGM
@nintendoeats - There are 2 solutions to be precise. :smile: Though I didn't think the restart button woul be neccessary... the play session should be pretty short... and you can start warping civilians like mad if you want to burn power and restart... but maybe you are right... will kep this in mind for future.
Holicow! Did I just reset all the ratings by adding the link to game page???
---
Nope. Seem to work fine. Phew....
@simon-millard Heh... I could joke that this was intentional part of PvUI challenge... :smile:
But in reality this was in the TO DO list... and then I decided to try creating some music.. and 5 hours later... it is time to go to bed, and my head hurts from all the sound-torture I subjected it to... and I Rage-publish without finishing all those small touches that would've been pretty easy to do.
((For example each ship was supposed to have a "Crew" number and at the lose screen it would tell you exactly how many people you had to leave behind...))
@smbe19 For one - music. This game desperately needs music. Especially the intro scene.
Then there should be some more slear deliniation between "Here" and "There" so the fact of ship transit is more obvious. For example this might have been done by having two cameras on the scene, each rendering a different portion of skybox and some Gate sctructure that is partially visible on both cameras...
Also there are numerous UI improvements that can be done. Like displaying the Warp cost / Military strength on mouseover; indication of power cost of current turn and projected military power on each side...
An finally - the game haz zero replay value. You beat it once and you're done... ((This was in fact intentional, but is still not a good thing for a game. And if this concept can be expanded... for example by introducing a series of puzzles rather than just one, it would improve the game...))
@abductedplatypus Thank for confirming Mac build!
There is a way to save all ships. Two ways even. But it does require some... specialized approach.
And as for multiple levels... the problem is - once you figure out how to win this one level, you know how to figure any similar level. So in order to keep the game interesting, the other levels would have to be different puzzles... and that would push the game out of GameJam scope for me...
But you are right. Adding more levels would be good. :smile:
I'm not really in a habit of doing this, but please check out this game:
https://ldjam.com/events/ludum-dare/39/glow
It definately deserves some love!
Wow! Just Wow... That game is amazing! One simplistich mechanics bring 3 different challenges, that are welll telegraphed to the player. And the placement of rechargers is absolutely fantastic - they are spread wide where there is low chance to get hit by accident. But when there is a thin spot that is hard to get through without being hit - the reharger would be just in range. And the savepoint system... It is nont-intrusive and helpful restoring you not far from where you were and not forcing you to replay the entire game. This do encourage to keep trying and as a result - I spen way more time in the game than I usually spend in jam-game... and I played it to completion!
The only two things are:
- it is not intuitively obvious to return to starting point after you collected all 3 goals. I did this during scouting the area "in case I missed something" - "light seds" (that exelletly serve purpose of breadcrumbs during exploration phase) to not reset upon load. And this makes retrying a bit harder that the initial atempt. Not too much - the rechargers are really well placed, but if you have the seeds around it gives you a tad biger margin of error. And that makes initial and subsequant attempts slightly inconsistent.
Anyway - this is a perfect scone for me!
Maybe it's just my weakass laptop, but it looks like all those light effects are just too much for a WebGL version...
Also I'm not sure was it intentional or not, but when I sneak-shot the first bulb, all the other bulbs also were displayed as broken... even the police ones... And it made kind of hard to guess who is still active and who is dead already.
PS: Oh... And just a suggestion - if you want to get more feedback, you should give more feedback... Just a hint...
An interesting variation on Mario.:smile:
Also it would help a lot if charge meter was placed somwhere closer to the player model. Currently is is hard to keep track of both hero and a charge in the corner.
An interesting game. Preatty easily got a handle of a cycle that would let me feed the flames and not the slimes (and hammering the slimes to get the stolen coal back was pretty intuitive).
Got up to 9 coins and flame growing out of the furnace... and then got bored a bit. But a pretty good game.
Interesting concept, but movement controls are terrible. Would've probably been a good game for 2 player co-op with a few more subsystems, but ast it is... too hard to get to pover generator in time without accidentally jumping offboard...
Good game. There is a bug with upgrade button. After you upgrade to Solars the button is still there and crash the game if you click it (which is kind of easy to do since it is quite close to "build")
I was getting worried you missed it...
A pretty easy game. Controls are a bit counter intuitive to me... ((Maybe because I was never hunting lice before)), but once I got hold of them the game turned out to be pretty beatable... even though I had a pretty bad infestation going on while I was figuring what to do.
Weapon changing mechanic is interesting (even though I haven't maoved past weapon 4). However transition from SMG to Sniper and then to autgun is i bit disorientating as you have to quickly switch tactics to really opposite ones.
Also weapon variety is a bit low... All the differences between SMG and Thompson seem to be erased by Zs having more HP now.
Mixing in odditional features like recoil, splash damage, knockback on enemies etc would make a game more interesting.
Also some hint to what would the next weapon be and how soon it would kick in, would be helpful
A interesting game, but a lot depends on randomnes. In my first run I managed to get out, but I found myself severely beaten by rat, and out all the run I literally had no stuff to throw at enemies, while they were still coming at me, forcing me to kill them with hands, which hurt... Second run I was literally buried by goblins under a pile of rocks as they were constantly trowing 3 at me for every one I returned to them...
Played the web version.
Had a lot of problems with inputs being stuck.
When fire button was stuck it was kind of good - firing at maximum rate is kind of cool.
When movement to some direction was stuck... it wasn't that cool.
Anyway - a nice little game. A bit more variety among zombies would help though. Maybe make small ones a bit faster, and fat ones a bit slower...
Fun game. Some levels took a couple of times to retry, but I was able to herd 18 on my first playthrough anf 32 on my second... So in total I "saved" all 50 ploggies...
@tezza48 All the textures are in the Source. Feel free to download if you like them :)
I'm not going to continue this for the jam, but I do think it would like to epand it a bit out of competition. I like the concept.
The maze is kind of procedurely generated. It uses a pixelmap to create the layout, but it them uses quite a peice of math to randomly place blockages so that by the time all keys are collected there is exactly 1 path remaining from location of the key to the master room.
So it's not fully procedural. But it wouldn't be that hard to add more layous. I might even uprade this game to read external textures from "Streaming Assets" folder and let players build their own mazes...
@colossal-gnome Oh yes.. The controls are one of the things I never managed to troperly polish... :(
MAze generation is definitely a star here, and I already noted a couple of things I can improve there. Hopefully I will have time to do a propper post-LD version.
@exnihilo Yes. That was a default Unity controller. With not the best input enterpreter slappod over it. Just a placeholder solution I wanted to replace by Mecanim controller later, but I never finished animations for it...
Thank you for feedback!
@syrapt0r Thank you for the kind review.
@antti-tiihonen Maybe so. ((Though I suppose that having an Animator hand available would have been even more beneficial!)) Unfortunately, there is a minor nuissanse of having to work on mondays that heally hamstrung my ability to use the third day.
Anyway I'm working on the Post-LD version now... So maybe after the voting is over I will put a more polished version up.
@artur-hawkwing, Thank you for the feedback. Character model and Exit model are definitely on the TO DO list. In fact the character model (with some rigging) can be found among the source files. But I just didn't have time to do the animations, and I just didn't want to put a still T-pose model into the game.
Audio is also somewhere down the list, but... I'm not good at it. ((Then again, I'm not good at animations as well, which doesn't stop me from doing them... slowly but surely.))
And I am planning to add some secondary environmental props... A couple more potential room layouts to add variety. Some Maze-constructor optimizations and an extra mechanic that would allow you to actually lose a level...
But that will have to wait till the voting is over. I want the votes to reflect my actual LD game and not be affected by post-LD version. ((And it would give me more time to work on stuff))
@laaph
Huh? The camera was supposed to be controlled by mouse movement... so this is most likely some sort of a bug. :(
Could you give me some details on what is your setup so I might try to figure out what went wrong for you?
((And on an unrelated note, but I might as well confess since nobody pointer it out by now - I forgot to put a constraint to vertical axis, so you technically can turn the game upside-down...))
@laaph No mouse? Erm... :thinking:
Just to check - you were using a controller and the camera rotation didn't link to right stick?
This might be a problem as I never play-tested the game using a controller... due to not owning one. :blush:
I guess I better pick one up after all.
@justinooncx Thank you for feedback!
Yeah, I realized that my blockage placement algorithm was a bit too zealous in placing the fires... And when the final key was picked up there is literally nothing but the correct path remaining which makes the maze.. less of a maze. Definitely something to dix in the post-LD version.
@shemokam There definitely were some other maze games. :)
And honestly... I didn't feel like my game had some solid graphics to make appealing screenshots. ((That, and I had to really publish the game in a rush, so I just forgot to put some...))
A new version is finally made available! Please see description for more details.
At the moment there is onlu Windows 32 build available of the new version. If you need a buils on another platform - please let me know.
A funny little game. Though the winning strategy turned out to be pick a bar and not upset the owners by taking some pauses and letting the bar to relax before drinking more. And this way you can't get caught because you don't get kicked out.
A really nice game.
Like the mechanic for getting lives back if you carry a broken drone to the ship.
Also a lovely bit strategic depth there, as you have to drop your cargo to do a blast.
There were a couple of glitches though. Sometimes I would have several nodes of ore and a bonus spawn on the same spot, so I would have to drill one, and as I tried to pick it up, I would just start drilling again, becoming a sitting duck when I least expect it.
And the difficulty curve is a bit too steep IMO... first 3 levels are easy, and forth (or fifth? O_o) one is just hell with enemies swarming you dead before you can finish drilling (mostly because you can't dodge enemy shots while drilling and there kind of a lot of shooty-squids spawning all the time.
@pell707 The rating is going for almost 3 weeks now.
Also you did seem to have enough access to computers and time to advertise your game enough to get past 20 ratings. ((Just your feed alone contains 10 advertisements...))
Don't get me wrong, but I really think that checking out what other people created is an important part of the jam. As well as posting and reading post-mortems...
@pell707 It's all good.
I don't have a problem with advertising your game or anything.
((I have a bit of an issue with games like [this](https://ldjam.com/events/ludum-dare/39/pipe-trek) when the vast majority of ratings is given by creators own big auditory. And not because this is not a valid way to get attentions, but because the votes from fans might not be exactly objective opinions about the game...))
Besides you were not the worse example from this department. 10 post across 20 day is not that noisy. It's not like you were reposting your advertisement as soon as it dropped below the first page of feed (saw some games do that during LD39... had to struggle really hard not to go and 1-star them across the board just in spite. But that wouldn't been good anyway.)
What really tricked me off in your case was that there were 5 of you listed, and still you didn't find much time to rate others, which was... odd.
Or maybe I'm just that grumpy because I never made a visually appealing game myself, so I couldn't get more spotlight by advertising...
Anyway, enough of me spoiling everybody's meed by being all grumpy here. I didn't mean to upset anyone, and I wish all the best and to see you in future jams!
*PS: Don't worry about your English... it's not my primary language as well, and I'm pretty sure my writing is not the best as well...*
A game really could use a bit more of a tutorial...
Blisters appear to be a bit too random. I noticed that you get way lett of them if you avoid roads and trees, but still wasn't able to move past day 14 without having more than 10 of them...
The controls are... terrible. Why would you even make the arrows work like this? There is not point in eve using them... And no Y-axis camera control? Seriously?
But as a concept the game is fine... If only it wasnt' so much PvUI..
Really fun game. But having an in-game controls description would be handy. I mean WSAD-movement is conventional, but Z to interact with tile is non intuitive...
And there are some wierd collisions happening... but maybe it's just me being clumsy.
A really nice fast-paced game (though some monsters seem to be too fast-paced head-butting me before I can properly react to their presense.. but maybe it's just me getting to old for this. :) )
For some reason I wasn't able to exit the game other than by hard-crashing it...
And the theme implementation is really good. Really forced me to thing wether I want to pick up this extra energy or my HP is too low and I would prefer sofer hits.
The gameplay is too hectic, especially the way you need to target in 3D without the usual finesse of mouse aiming. And the fact that the canon is not aligned with the camera makes things even harder.
I like the idea how elements are interacting, but for example green elements need to be hit twice - first by fire and then by water to destroy. And without a fast way to switch elements between those two. All the games end up being short. Really short.
I like how theme is implemented here - the more items you have the more screenspace they obstruct.
Finally played this one...
Well... There is definitely a good example of old LucasArt quests, with counterintuitive quests, when you often have to resort to clicking everything because you have no clue how to progress.
Also... I'm still not sure if I progressed through the entire game or not...
And by the sound of clicking on "me" I really thought it should take off upwards rather than fall off...
EDIT: Yay... I finally figured where the GAME is... :)
I'm not sure, if that was a glitch or not, but I noticed that some Cthulhus were actually running away from me rather than towards me. And since they were the last ones I noticed this brought the feeling of them being scared by the beating I just handed to other enemies.
Also it felt really satisfying to kick the Cthulhu off the platform...
But the game overall felt too easy...
@toccs *"Hes naked because i’m still learning how to texture a character properly"*
I'm not sure what modelling software you are using, so I will use techniques from Blender... pretty sure that save for different names of function that should apply to other tools too.
Option one - Have several materials set up on the mesh. Then while editing the mesh you can assign faces to each different materials, and so have different colors and properties on each. Pros - more intuitive to edit. Cons - several materials for rendering = less efficient rendering.
Option two - Mark the seams between faces where you want to use different materials (like you want to make a shirt, mark seams around neck, waist and wrists) so when you unwrap the UV map you get separate "islands" in UV. Spread those isles around the UV map and just paint the texture in different colors. Pros: - you only need one material. Cons: - you can only swap the whole texture file if you need to change one color. More work to do...
Option three - A combination of both. Place the seams as per option 2, unwrap the UVs (though this tile you would need more seams to make sure UVs don't overlap!). Then use materials to show different colors on the model, and bake this colors into the texture. Pros - This way you can have more details, like specular, normal and heighmap baked for you too - this will visually enhance the model, while still using only one material for efficient rendering! Cons - you really need to know how to pull it off beforehand... Trying to lean those trick during the jam will just sink your time... ((I remember you, LD38! ))
Darn... Just couldn't get bast the 3 cat level with a mouse... ((No pun intended...))
An interesting maze system. Though I wasn't able to figure out what the knives(?) are for and most of the time the monsters would just move past me without harming (I guess this happened when we swapped tiles.
The combat is a bit too easy.
Though I like the sound effect of enemies blowing up.
A good game for the first attemp. The best way to add smoothness to camera otation is to have intended rotatiopn and gradually lerp towards it. Or just use small multiplyers on Rotate command.
Another option would be to go for a top-down view so camera rotation is not required at all. But in current setup it doesn't feel good whn you need to roll backwards without being able to tell how far is the sea...
I really liked your textures.
An interesting game. Though a really high difficulty spike on the 3rd wave.. Up to the point of som animals reaching the end of field before second of their kind appears on the board.
And controls are a bit nonintuitive... so facerolling is the tactic I often had to resort to.
That was a wierd Diablo clone. :smile:
This was wonderful.
Seeing the aging indicator not only during transit could help as I basically didn't realise what was going on, and so retired 1 jump before collecting my last wish...
But still this is a really beautiful game. Not necessarily in graphical sense, but definitely in emotional.
An interesting idea for a game. The controls in terms of movement are a bit tough to master. Especially when you need to jump-mine the block above, leaving the bottom one intact so you can stand on it later.
Don't know what the music was as I was playing on Mac so used WebGL version.
Yes! Solved the game!
Pretty fun little game. Though the "Win" screen could be a bit more... cheerful. :smirk:
@stepan-shabalin And now the game actually exists! I am a tad late for Compo :sob: But Jam will also do. :)
@mrsylar59 Yeah, the game is not too challenging. Actually I only made sure that there is a solution when I was creating it, so I didn't check if there are multiple and how hard it is to get to one. :smile: The sounds... are not my talent to be hones. Thought they would be helpful. At least a "thud" when placing an item. And a puff of dust would be helpful too. :smile: Maybe I will cram it in for a post-Jam version...
@van-long Well... Yes. All the feedback to player was cut doe to lack of time (the game was supposed to be a Compo... didn't hit the deadline though, but still stopped development at usual Compo deadline. And the game is meant to be played start to finish so there was no plan for "keep playing" :smile:
@drbrick Glad you enjoyed it! :smiley:
Yes the indication is not always clear. I blame the brownish-wooden color I ended up using for... most of items. :smile: Kind of blurs the difference it id becomes red since it is already red-ish.
@drbrick , @drbrick, @drbrick, @kogyblack
Thank you for playing the game! Glad you liked it. :smiley:
The is in fact lacking a lot of things. Music (and some other sound effects like thuds on placing items and mouse clicks on UI...) or some better feedback. Or more item variety. Or a better pattern, because currently I only made sure that there is a solution to the game (the number of items is actually fixed, and finite), but there appeared to be more and easier ways to arrange them in a room qualifying for victory.
@chadrbanks , Well... There might be. I aimed the game for the compo (because I don't have time for development on Monday - dayjob) so it was really rushed at the end. Still didn't hit the deadline (not a big surprise given this game development started Sunday morning as I had to scrap original idea.
@bbaf Thank you for playing. :smile:
@t8kk Well, originally I wanted the game to be harder simply by having many items you have to manage and by distributing them in layers like you have to struggle to put all the items in, and them be asked to add some more. But with really tight timeframe, I had to resort to only ensuring there is a solution for all the items, but it turned out there were multiple, and one I designed for wasn't the easiest one to build. So the game ended up easier than intended. Also I originally wanted to add some extra UI hints like tiles under active item lighting up green or red. I also envisioned some speech ballons from the wife to cheer things up while you are playing, commenting your actions. But didn't get the chance to actually put it into game.
Mac version executed. Though with some graphic glitches (sometimes all the objects would disappear from part of the screen) The gameplay process if fun, but the extinguisher hitbox is sometimes off (spraying on the fires directly to no effect) The playing space is... big. So no matter how you play there will be unattended trees burning in other places. Having visibility of the whole field and a bit of a forewarnign where the sattelites are about to hit could have made the game more... strategic. Currently the only reason to move is if you lost all the trees in the area and nothing to protect here.
The "Car physics" is really off (though wasn't expecting an accurate simulation anyway :smile: ) but having a way to control acceleation a bit smoother and have turning angle depend on speed (slow movement, faster turning) would have helped a tad.
The labels on people coming to pick up their cars are... a tad too small. But maybe it's just my screen.
Other than this - a really fun game that keeps you on your toes... Even if this is due to cars not being too maneuverable. :smirk:
Nice fun game.
The last level was a bit... strange as the dot wasn't held to the cursor. Especially if it grazed the wall it could jump a whole inch off coursor for a couple seconds making it nigh impossible to control. And I doubt this is a feature. Looks more like a bug.
But the story is hilarious. :smile:
I think there might be a problem with spawnrate in Web version.
First there is only one alien floating next to wall so it was hard to kill. Almost got squashed between walls.
Then next thing I know is the room is full of aliens and you don't have to aim to hit one. Though you almost constantly get eaten, but respawning and shooting is the same button so you don't understand what is happening.
Still an interesting concept,
Really nice graphic style.
Control scheme does get a lot wierd after a while. :smile: Though it doesn't seem to re-assign space, so you only run out of it once... So the theme is not totally implemented. :smile:
Nice concept.
Though I was a little confused by the 5th dimension. I was expecting to see 3D with objects moving under acceleration, rather than same as before but on half screen.
Also love the rocked expolion effect. :smiley:
Nice game. Though not sure I understood what is the point of dumping the bodies into graves as they still get zombified.
Loved the animation of throwing a body over a fence when it spawned. And the game over state is also fun :smile:
The game appears to be fun, but not balanced at all.
Own acceleration if the ballon is too small so it is often not possible to crawl to the next air can. And once you catch the stream... the game becomes too random as your steering ability is very limited. And it's all too easy to glancing hit an obstacle and drop out of track. Having some walls on the sides of the track or better steering would have made the game a tad better.
Other than this the concept is good. Also some gaps in the track to fall into going forward could be nice.
Nice little game. A little unballanced in a way that you have obvious routes to make profit. Ridiculous amount of it. Though with only 3 planets available from the start, it's either this or game would be unplayable.
The quest parts is nice. :smile:
One technical stuff is really off though. On Ship selection screen the ship hit box moves together with the ship. So if you hover your mouse just at the edge of the hitbox it is going to get into a cycle: - Mouse over hitbox. - Enlarge the selected ship. Play sound. - Hitbox moved and mouse no longer over hitbox. - Shrink the ship, play sound. - Mouse again over hitbox.
This results in a lot of jugling and unnecessary sounds. So if you could detach the hitbox and only resize the ship model, it could help a bit.
An interesting game. Pretty fun to try though I was probably doing something wrong, as some of treasures I was pushing off the ship still counted as being onboard. Resulting in gameover.
I suspect i had to click on treasure to pick it up and them right click to throw it out. but simply pushing was... more fun.
Also the parrot idea was good, but with this kind of chaotic gameplay, it's really hard to pay attention to what it is saying.
Really nice and well ballanced game.
Though enemy spawn rate (and player DPS) are flat throughout the game which makes it a bit less engaging in the lategame as there is no race not to let your DPS fall behind spawnrate.
Also as the territory becomes smaller the game becomes... easier? Like if you don't have to worry about preserving the area and can focus on shooting enemies up. Maybe if some enemies shot back and you needed some free space to dodge their bullets the "not let them eat pizza away" mechanic would have been more interesting.
And not sure about other versions, but Web version Broccoli death animation wasn't playing properly.
Nice game.
Though the first level is beatable by a straight shot (no bounces or extra jumps required) once you figure out how to aim your rabbit. :smile:
And just two levels make a pretty short game.
But concept is fun nontheless.
Well... Enemy AI seems to be a bit... passive. They don't really try to recapture nests... ever.
Also the resolution... didn't fit into my screen. Not by much so I still could see all the necessary stuff and win the game
The models, and textures are impressive. Animations are... fitting for what can be done in Compo timeframe. I know I tried. :smile:
This game is... confusing.
I know that handholding is not always a good thing, but here the route player is supposed to take is really not obvious. And there appear to be no saving from the cosmic ray sweeping through space.
Also some obstacles are not obviously dangerous and seem to appear randomly.
So while dying time and time again in a game is fine, but it must be accompanied by a feeling that you are still progressing throught the game. And here... I just couldn't feel that. So the fun-factor of the game took a nosedive.
The concepts are cool. But level design is ruining them.
Interesting concept of having to push obstacles out of the way. Funny how killing a robot amid a lot of debris pushes other scraps away when new scrap is spawned. The hitboxes are... not entirely clear. Also some feedback on robot hit (if it was not not kill but hit) would be nice. Currently it is not clear if a shot missed or the enemy just takes more than 1 hit to kill.
The controls of the spells are a bit strange - easy to land a spell into a wall right in front of you and lose a brick... when shooting the other way round.
But other that this - a pretty solid and balanced game.
The hitbox for handing the Plastic over is a wee bit too small. Sometimes unloading plastic is harder than catching it. Some plastic bits are too narrow and hard to notice / easy to miss. Not entirely sure what is the connection between Wildlifa and plastic lost. I mean it is clear that lost plastic up = wildlife down, but they don't seem to be 1 to 1. And what is the point of Wildlife anyway? In the game I mean.
But a gool little game for a little fun :smile:
Played "Against the bot". The turns are a bit confusing. A couple of times lost while the CPU player was stranded on a sole tile, but I for some reason had to move 4 times in a row... Nice touch that different tiles have different properties. Like mountains are impassible and sand taking two steps to break. :smile:
Nice game.
Tried to finish the last level without sacrificing everything, but couldn't figure it out... No matter how I position the fighter screens, enough enemy missle get through to blow me up before enemy runs out of missles, and it looks like you need to have all your missles intact to take down this bugger... ((Though you might still end up one vollye short... devs might just be crue...))
@skosnowich Well.. I did finish the level, but I then replayed it a dozen times to see if I can beat it without resorting to this...
Read the instructions... got an idea of what I need to do.
Started watching the population numbers. Noticed wolves were getting a bit out of control and wanted to rim them a bit...
Got ambushed and killed by a bunch of... Demons? Wait, what demons??? They were not mentioned it the rules.
The controls were also a bit... nonintutive. Usually it's WSAD to move ant mouse to looks. Not point-click to move and WSAD to look...
Aslo as mentioned above the mab is kind of too big and it's hard to find the species you are supposed to kill.
Nice game. Love the overall idea of having to pull a train of refugees through the landscape, but the Theme is... kind of shoehorned heavy-handedly. There are just isn't enough spare parts to fix the train in full, so the need to disconnect a cart feels not like a hard choice you have to make, but more like an inevitable step to progress further.
If I was designing the game like this I would have made the following: - You have a limited time you can spend outside the train. When the time is up - you are returned to the train automaticlly. - If you didn't return in time or didn't collect enough spares, you have to wait a day, spending 1 unit of fuel to keep the train warm while standing. Or you can scrap a cart to get an extra spare, and move on. - Fuel is limited. Maybe extra fuel can be found in the countryside. And you see how many more moves you have to make, so your choice of sacrificing a cart, or fuel for one more go to the countryside is more informed. - Early levels might actually let you collect extra spares, if you explore them fully. Middle levels have exactly the number of spares, but you have to explore them fully which is increasingly harder to do considering the freezing timer. - Final level(s) have less spares than needed, so unless you took extra effort to get an extra spare in early game, and didn't waste it in midlevels, you would be forced to sacrifice a cart. And maybe force to sacrifice 1 cart anyway...
There were also a couple technical hiccups that made the game worse than it should have been. First (and more obvious) - for some reason background music stopped when the landing "Thump" sound is played. Which happens quite often.
And secondly - camera. It is always lagging behind the character, which means that you often don't see the platform you need to jump to. And screwing up 10th leap of faith in a row and having to start the whole series is bad enough. Even if you don't land on 4 mobs who shred you to pieces... Oh, and after I got killed, and restarted the game (from the very beginning, which also was kind of bad...) I had a bug that didn't let me to interact with anything.
Nice little puzzle game.
The game mechanics are quite clear and the tutorial is very well set up.
The depth of solutions is a bit shallow though. In all real levels a winning strategy was to get a pair of colours and then mush everything else together till you ger two blacks to eat what is left and then selfdestruct. Maybe if the levels required to keep at least two pairs of colors, or have the remaining pair to be of tertiary colours it would give more divercity to gameplay.
Also the sound effects are really nice. Simplistic (only 2 clips I believe) but nice.
Well That was... depressing.
Really well done on the mood. Though I guess if people press the button sooner they would not get half of that, but this gamereally got into me.
An interesting game. However I feel like there is a bug in the build menu. I clicked on trying to build structures at the beginning - before collecting resources, and it didn't allow me to place the sctructure, which is ok. But once I dismissed the build command it didn't allow me to start bulding the structure once I actually got the resources.
Also the "Click and drag" selection option was... Well...not really helpful, as the select volume was in worldspace which is 45 degree angled to camera space so it's really hard to get even one person selected this way... much easier to just click them individually.
But other than this - a pretty nice game.
An interesting take on the theme.
Not sure if sacrifices actual need to be made (tried a "playthrough" without sacrificing and easity got to the last wave, at which point died because Satan managed to burn both carot fields... Maybe if you are more lucky with building spawns you can pull off the "no sacrififce" victory...) but given that sending someone to death is the only interaction with the game you have, I guess they have to be made because everythin else is done without any player interaction.
There are some issues with pathfinding though. Sometimes peiope would get stuck into a building. And this might be annoying, but in one playthrough I had Satan spawn outside of the map which resulted in game running infinitely with the village being outside of Fireball range, and soldiers not being able to get to satan to kill it.
Also I just couldn't help to call this game "Giftd to Santa" in my head all the time. :smile:
@meenners @amethystproductions @kr4ft3r @incobalt
A huge thank you for playing! Yes, indeed the tutorial would brobably have bee realy useful in this game, but I garely could fit current mechanics within 72 hours... (Though admittedly a huge part of this time were the highlighting of selected objects (which I am still not happy about...)
@incobalt Thanks for liking the sacrific mechanic... though I suspect you might have misinterpreted it. Basically what is happening is if you sacrifice a card or it gets killed it goes to a scrap pile. If the player needs to draw a card and draw pile is empty - the scrap pile gets shuffled back in. The thing is the matches turn out to usually be too short for this to happent, so you don't see sacrificed cards again, but they are not gone for good.
@hawkie @hadesfury @codekoto @vivien-fargette
Thank you for playing the game and for your feedback. It is MUCH appreciated. :smile:
Yes, the game would definitely could do with a tutorial. Or more cards (and better balance among them). Or with more challenge variety. Unfortunately for the later two when I came to a point where this became a thing I realised that I have no idea how to balance them except do something semi-random play test and then go from there seeing what works and what doesn't... and there wasn't enough time left for the iterative process. Probably this is why I should have started with core gameplay rather than with visuals (I sank a lot of time into the system that outlines the cards as you select them, and valid targets when you use ability).
Anyway thank you for honest feedback! Maybe I will actually polish the balance and challenges post jam...
@ikigaiseitetsu, Wow... This is quite a piece of feedback. Thank you VERY much! :smiley:
Yes, the card design is a thing that I ended up least happy about. Though I used the traditional conventions of putting Cost at the top-right, and Health in Top-Right, there still ended up being 3 sections with all mana-colours being present and no hint to what means what.
I made the mana color and Health/Damage types different to try and make them apart, but the health type ended up a little hard to tell in the end. And Defender / Normal cards difference was harder to tell still. Maybe using health color as a card outline, and Defender cards having a different outline shape or pattern would help the issue, but this is all hindsights.
Representing different mana colours and attack types with different icons is also a good idea.
Regarding winning the game - it really depends on how lucky you are with what colours you get for sacrificing cards. If you need at least one red to activate your abilities and you don't have red mana-yielding cards in your hand, you can't just cycle them as this will mana-burn you severely... But barring this scenario, the game might end up trivial if you get a glass cannon with a lot of cards to feed into it. This might let you win the game before enemy can make a shot.
The glass cannon was supposed to be ballanced by its fragility (2HP) and being a defender, meaning it is a prioirity target for enemy. But this kind of didn't work out as planned given that enemy doesn't attack every turn.
---------
Wonder how this would play in PvP...
@alleskapaul, Thanks for playing. Yes, the UI and UX of the game are... not really polished. They are probably the most polished of all of my games but they are still far from good.
Having double clicks... not sure if this would work well if you have card that you can both play and sacrifice... Though maibe if you click a card in hand, a pair of buttons appear in the middle to play or sacrifice it (or only one if you can't play it)... And then also have a "click card - click target" control on activating abilities...
@huvaakoodia Thank you for playing anf for detailed feedback!
Yes, the opponent is kind of weak. And definitely having symmetric play would make the game more interesting (and would probably require additional resrictions like only activate card once per turn...) but making a multiplayer game in JAM format is probably above me.
Also the font was actually a third party from the internet downloaded for free. :smile:
And the graphics are... well... For most of the Jam I only had access to Blender for all my assets - including 2D images. And blender is... not the most robust 2D editor as you might imagine. The texture stretched on the player box is actually same for cards. The colorful mishmash on the left is actually card backside. My initial idea was to make player draw 6 cards, but initially show them face down with only sacrifice values visible, and let player choose which cards they want to keep, limiting them to no more that 6 in hand. But this mechanic got crapped because of "not enough time!" and was replaced by filling the player hand with 6 cards instead.
@rumor Thanks for playing! Glad you found the game interesting!
Yes, the tutorial level could definitely help a lot, but I didn't have time to design and implement it, so I opted for the "Wall of text"manual in game description.
As for screenshots, the game mostly looks the same, especially if you don't know it well enough to evaluate tactical situation.
@kristinamay @zanagi @srx @hi-im-greg
Thanks for playing!
Yes, the game is confusing even despite some of the TCG conventions used in card design, but the UI size of the cards was cluttered, and lacked some simple touches... Like having some differently coloured zones to help tell which of the numbers are together and which stand for different purpose.
I am not sure I will be working on postJam version. I usually don't because of other commitments, though.
Wow... This was great fun.
Usually when I see an Unreal game I have my expectations low - usually people don't bother with postprocessing effects in Jam format (and just crank everything to 11) which results in hellish motion blur, glare all over the shop and so on...
In this case - maybe those things were still there, but camera being fixed position for most of the game, makes motion blur irrelevant, and glares if they were theye fit the overall style brilliantly.
Game mechanics are simple enough once you figure out AI patterns, and rhisms to keep enemies on the ground so they don't fight back, but having 3 encounters between checkpoints was intence still. Though "final boss" compared to this gauntlet was a cacewalk... so maybe crank it up a bit. Like make the AI adjusment to allow all 3 enemies to engage at once, rather than limiting active participants to two... (though this is just a guess, maybe 3 active enemies will result in stunlock for the player...)
Models and animations are simplistic, but quite well done for the Jam format. The only thing I would have changes is for the killed enemies switch to ragdoll only once theit body hits the ground. Havinf ragdoll kick in on hte killing blow results in some hilarious but unnatural positions...
The Mood of sleep deprivation is conveyed pretty well with this slightly surreal environment...
Overall - brilliantly done game!
Nice little game.
Unfortunately for me it was a bit broken. First of all - it was laggy as hell. Sure 2010 macbook is not the most powerful gaming platform, but the game was pretty simple. So I suspect the main issue was in number of colliders active in scene. Maybe splitting them into groups and disabling the colliders based on player vicinity.
Then, with FPS being low, the jump was barely controllable. And in many puzzles jump precision is key, so I couldn't really enjoy the game.
And sword for some reason didn't work for me.
Other than this the game is fine. Puzzles are interesting. And while the game is tough, checkpoints are generous.
The mood is excellent. Pity the story is so short, but I really liked what there is. :smile:
And a special thumbs up for spreading the awareness about why Kosovo is so important for Serbia.
Nice game. Solid mechanics and easy to play.
The fact that ranged attacks are mentioned in the manual, but are not available till mid-game is a bit confusing, but ok.
Love the fact that you don't lose level progress if you die.
As mentioned above - controls are a bit hard to master (Especially in regards to punching other spirits to push them into enemies - those tosses often go wide or hit another spirit...)
Nice little puzzle game. :smile:
It's not too obvious which trampoline is the starting point, but it's not too hard to figure out and if you get it wrong it costs you only one critter to realize this.
The theme however is not well implemented as the goal of the game is to awoid those sacrifices, while theme stated that they must be made...
Not sure what you have to sacrifice here... but that's just the theme.
The collisions are a bit wonky too. when you land on flat surface you slide a really long way before stopping - likely falling off the edge is some cases. And sometimes you clip a corner pixel and you get stopped dead in your tracks... which is more frustrating because collider corners are not perfectly aligned with graphics corners...
But other than this - a really nice little pysics puzzle.
Nice little game. Not the most original interpretation of the theme (from the limited number of games I rated this time this is the third one obout throuwing people off the ballons...) but still a solid one, and out of those 3 probably the best, because A) - you actually have to throw someone out to beat the game, and B) - No out of whack gore effects when people hit the grount. (The second is probably just a matter of taste)
The music is nice. And the screaming effects when you throw someone out are... appropriate enough. Quite disturbing to show that what you are doing is not good, but no out of whack.
Tawrds the end of the game Camera clipped into the ground, which spoiled the evaluation of the angle of the ground (as the backfases of the mesh became invisible), and this couls have esily been avoided by a twack in the mesh design between camera and play area.
3D assets are nicely modelled (with the exception of the ground mesh described above) and textured, so I call this a solid first attept!
This was... wierd.
You are really telling the truth when you say that controls are confusing. I was totally unable to figure out the horizontal aim... though this was totally fine as AI didn't move the target too far from center.
Also the goal of the game is not entirely clear.
Yep. Definitaly a bug in the Jumping mechanic. I suspect there is some multiplication on the Time.deltaTime where there shouldn't be (which is funny since the usual problem if not making the multiplication where it is required).
Having the settings on Ultra helped... probably too much as I was now able to jump across gaps sometimes. :smile:
Love the graphcs and sounds.
@firesplash-entertainment Hm... So you are using a FixedUpdate? But were you adding up time using Time.deltaTime or Time.fixedDeltaTime? Or were you counting time using just a set number of updates to pass? ((In this case you get the issue if FixedUpdateSteps is different in different quality settings)).
Also this way of implementing jumps is... functional I guess, but usually you use rigidBody.AddForce for adding upward speed, or directly add a vector to velcity...
Would it kill the demonic sheep god to put some safety railings around the sacrifice pit? Lol...
Also the most demonic thing in this game are probably the doors... Those hinges with 360 degree of freedon on all axis...
Liked the music though. Really creates the mood for urgency...
For some reason I only got 1 wave of enemies which my dudes have wrecked before I started giving orders.
I then repositioned remaining troops at the entry to capitalize of being able to flank incoming enemies, but nobody showed up...
Well... guess I won. :smile:
The music and are are fine. The gameplay is... spectacular on one hand, but doesn't engage the player a lot. This would have been good as a "Combat resolution" feature for a larger strategic game. Like you have a larger map to move armies and this is how battles between armies is played out - fast and honest.
The breakpoints for housing and Food are not really clear, so it's kind of hard to keep up with expanding the village to make do with growing demand for sacrifice...
Also the general idea would always to hire more skilled people, and sacrifice less skilled ones, so tactical depth is not really there.
Yep... There are definitely ways to improve the game to make it less broken. For example make the cowbows move towards a point a few units away from the boffalo rather than trying to match buffalos position... Though I must admit watching everyone to rush under the buffalo while it merely bounces on their heads was hilarious.
Also... it would have been more honest to give players a win screen, instead of this BS unkillable boss which doesn't die despite HP being 0.
Well... Technically this is a game.
Having a tiny bit of feedback on "clicking" phase besides enemy health going down at the end of it would have helped a lot.
Also having only 1 axis of movement in bullet hell feels constraining.
The sacrifice mechanic is not well represented. Being subject to an attack you can't avoid it not a sacrifice as this is not your choice to hive up your health. It is just BS boss move. If I was making a game like this I would have made a mechanic where you can "sacrifice" one health to put a mirror image of yourself which will help you damage the boss, but will make avoiding bullets tougher so it is likely you will lose this image pretty soon.
Nice little concept. Not really like FTL in my opinion, but still fun. Though playing against AI is brutal because it has instant activation reaction. In some cases it managed to pull 2 missile volleys in one orbital pass.
The graphics are great, especially the death animation (saw it a lot.. :Smiley:) and music is quite fitting. :smile:
The only thing that bugged me is the orbital direction didn't match the ship's perceived facing.
The concept is fun... but the fact that you can't control which part of the armor would detach next and you don't even get any information hints (like the part being highlighted on model) makes it hard to navigate.
Being able to also change your orientation somehow other than bouncing off already placed bit, whould also help the game a lot.
And restarting at the beginning on failure... I'm not sure if there are checkpoints further down the line, but I didn't manage to get past first two obstacles...
An interesting game, with a feel like FTL. Though much simpler.
Unfortunately there is little strategic depth as once you figure out optimal placements for the pirates, there is little need to move them around. Maybe having something like "Tiredness" or "Morale" that would force you to send some pirates to rest so you have to reshuffle them based on who is currently unavailable to work could add a bit in this department.
Also the Kitchen seems to do absolutely nothing. Dunno if this is by design or just wasn't implemented properly. I expected it to lower the food consumption (as coocking helps use food more optimally), but the forecast didn't show the difference. So the only use I had for it was an empty spot to shuffle pirates around - most areas only allow one person so you can't assign the right person till you move te wrong person elsewhere.
The hitboxes for work areas are also tiny, and twice I accidentally threw people offboard while trying to assign them to Oars.
The Theme is also not well presented as it is possible to get home before running out of food, without sacing any crewmembers. It takes always running through combat encounters, but you can safely handle one beating, and if you get lucky RNG to scare off attackers with Cannons, you can get home in 3 turns.
An interesting idea.
The stats are kind of too small to see in actual play and their management is... unclear.
However the concept of being able to aim only at highlighted cells is neat. Really liked it.
A nice little game. Quite a unique one, as well.
The Theme might not be the strongest aspect of it, but the gameplay is engaging, especially if you manage to get both sdes match and go on a strack of them aggreeing on color - feels great!
The hitboxes are a bit off though. Sometimes the boxes would not register my clicks for some reason... Though there might be a million potential reasons why this is happening, starting from Colliders and Graphics moving out of sync, to me actually being too slow. Yep, reflexes are not my strongest aspect.
Sound effects are... a little annoyhing TBH, but it is still good to have them, as they add to the game feel.
I really couldn't figure out what bumps up the pride, but still managed to beat the game on first go. :smile:
Nice relaxing game.
I didn't feel the urge to sacrifice the passengers though. Like if the point of the flight was to go as war as I can - why take passengers in the first place? And if there are passengers on board then their safety is more important than going far without any specified goal...
Music is Awesome though.
Realy fun game. The aiming is a bit wonky though.
Also it would have helped to have "Q" as a head attachment button so WSAD controls are viable too.
A little bit too much "on the rails", however, maybe this is by design, because the lack of agency is kind of the point of the game towards the end... Though having a little more contrast (with choices before the culmination affect the story flow noticeably, and all the "not going to work this time..." abruptions are saved to the final accord, might have had a more impact on the player...
But this is probably asking too much from a Jam game.
Sounds are really nice. :smile:
Also maybe I did something wrong, but when I started watching TV while being guest, the game just... stopped and offered no continuation. Is this right?
I suspect this game might still be is Draft state on itch.io.
Please check if you can change the status to Published... Otherwise you're the only one who can access it.
A nice take on the "Lander" mechanics.
Keyboard controls make steering a bit finniky - easy to over-rotate.
the esplosion effect is a bit over the top. Mor my taste you could do with smaller size, but add more diversity to particle speed so the explosion looks less uniform.
As usual - really good entry with an interesting card game.
Took me a while to figure out how to complete a task. But once I got a hag of it, I managed to progress quite far into the game.
The ballance needs some work though. Maybe it was just me being unlucky, but towars the ond of the game I was suddenly hit with needing all the scientists when I was hit with double Comet sighting. And with the hand being quite full at this time and absense of cards that would add more science I was locked out to hoping to draw double science from my quite sizable deck on one turn. Didn't happen.
Anyway - pretty fun game.
Nice, little concept of the game. It shows that there some ideas that were not properly implemented, though the replicating something similar to minecraft voxel engine in GameJame time is impressive by itself.
I could not figure out if there is a link between being able to shoot a box of mineral to space and actually having the minerals collected. It felt like the animation of sending mineral would play no matter what.
Love the effect of drill head actually maving to the block that is being mined.
A decently polished game. The sprites are good looking, the animations make sense. The background music is non intrusive and sound effects are fitting.
The cards mechanics probably could be expanded.
The downsides - it is not very clear how to start the game. The opening screen shows you all kind of details and texts, and does not mention pressing R to start the game. Had to get into the comment section to figure it out.
Also you probably could mention that lava tiles are dangerous not only for their tile but for adjacent tiles as well. It kind of makes sense, but I had to learn it the hard way.
Also the game only runs in borderless non-fullscreen mode and wouldn't allow do adjust the size of the screen. A minor gripe but still somewhat soured the game experience.
I am not sure if this is persistent problem, but when I first meet the "Purple" enemy it just hangs up there doing nothing, and ignores all the shots.
As an unfortunate side effect of this is I can't finish the conbat encounter and progress into the game.
But I really love your graphics - sprites are crisp and clean, and effects work really well.
@kuro Found this one:
FormatException: Input string was not in a correct format. at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <4756199cf52a4f14b33cdcc5659f782e>:0 at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <4756199cf52a4f14b33cdcc5659f782e>:0 at System.Single.Parse (System.String s) [0x0000b] in <4756199cf52a4f14b33cdcc5659f782e>:0 at DataExtensions.GetFloat (YamlDotNet.RepresentationModel.YamlMappingNode n, System.String what) [0x0000c] in
Looks like you are trying to parse a number from a string, using System default locale. My computer uses a locale with different decimal point, and this causes the crash.
You should enforce which locale to use, rather than rely on system default being correct one.
Very nice game. It really is on the shorter side, but it still gives you a decent experience.
Would've been nice to hve a tad more agency on the way up, but was still entertaining.
Sounds are really high-tier. :smile:
Nice game for the first few days. However by the Night 15 it gets a bit repetitive.
Explored the whole forest (at least reachet borders on every side). Figured out that you need 2 or 3 logs to survive the night.
Survived 2 nught without lighting a bonfire just by keeping on the move. The first one was not intentional - I was looking for other survivers, but the second one was just to see a ghost. Decided that ghosts are not real.
I think the game would've benefited from either some win condition, or from gradual increase in difficulty, like nights getting longer, ghosts moving faster, survivers becoming more likely to attack the player, etc.
The first time I beat the game was king of a cheese - I noticed the enemes tend to spawn more to the left, so if a character is positioned all the way to the right, there are no pumpcuns to crash into.
Then I noticed that you can grab and throw eenmies and managed to beat the game a propper way.
The art of the character and background looks nice. Also like the "High speed" effect during the fall.
The game is a little confusing as to what is the win condition. Initially when I saw the timer I thought this is the win time - like you have to survive dodging the pumpcins this long. Then when I managet to pull this off I found out that this is an alternative lose condition.
Still fun game to explore and play.
Took me some time to realize that I can eat the bigger fish if I manage to headbutt them before they chomp my tail off.
At the depth of about 200 one of the noise filter started looking like TV static.
At the depth of 240 got insta-killed at spawn. Probably because the tail section maintains momentum from dashing on the previous level to progress.
The gam is a solid Shooter. Need some polish in termes of visuals, especially some optimization for low-end machines. On my laptop the motion blur was killing me. Literally.
The enemy designs appear to be cool, though with the way the lighting set up, you don't really see them.
The "Game over" probably could use some more feedback that just a grunting sound effect, the screen going dark, and then game automatically restarting.
EDIT: Just realized another problem I have with this game - the enemies are small. Basically to aim at them you have to aim way below the horizon, and lowering your camera kind of gets in the way of spacial awareness.
@predominant I recon you played the WebGL version. :smile:
I mean the marching qubes I implemented also had some mixes up triangles so there were "holes" in the ground mesh but hardly big enough for you to fall through. Unfortunately WebGL does not generate those ground meshes, so you get opening in the places that were left open by design and should've binn filled with ground for you to dig.
@secretjuice The slow digging was somewhat a deliberate chice. Basically having faster digging would've required rebuilding meshes more frequently, and I felt like CPU was already strained as it were.
Then in the actual buld version - outside Unity Editor - the performance kind of leveled a bit, but by that time all the settings were already built in, and I didn't feel like adjusting them again. However in case the game has future development, this is definitely something to look into. :smile:
@rushhourz - I had the feeling that I am biting more that I can chew all the way till about 5 hours before the deadline. Especially since on day one all I had was a messy marching cubes implementation that dropped fps to 5 with character viewrange around 5 units. But I am super stoked to have actually managed to pull it off! :smile:
@h0pe86 - Me too. Me too. I actually wanted to record some sounds for the game using my own voice... and then realised I don't have the software to do it. And with 3 hours to the deadline I decided to focus on making the builds rather than chasing a way to add sounds.
@hungryroy - Hm. That is odd. I had some issues with the camera speed during development. Guess the fixes didn't cover all the situation. :cry: Anyway I hope you liked the rest of the game.
@firellon Thank you for the feedback. I will try to look into adjusting some build settings, but since I don't have a MacOS device to test the build myself, I have to publish them blind, and just hope that Unity does not mess them up.
@sharkmax218 Thank you for the feedback. I am aware of the "Turbo mouse" problem and I am going to look into it and maybe add a fixed version. Yes, the environments are a bit bland. But with excavatable ground mechanic taking the entire first day and a good chunk of day two to implement and optimize for performance, there were only so much time I could spend on making models and textures and the rest of the game. And I prioritised adding UI and tutorial hints over making textures and furniture for the enfironment.
@littlegamer - Yes... the sounds are really my nemesis. Really should teach myself how to add them to the game.
I am aware of the possibility of soft locking if you dig outside the facility and don't leave yourself some ground to climb back. But that was left kind of intentionally, so people can dig to their heart's content after finding all the miners. And when you give a player freedom to do anything they wish, you can't stop them from locking themselves out.
@the-g Yeah. When I imagined the game it had more environment props. Also I had larger map in mind, and a couple enemy types (One spider-like fast moving, that you need to hit with your zapper - left buttin, and another slow golem like that would crumble into pieces if you hit it with dig gun), physics-base puzzles and much more. Unfortunatelly the comfined timeframe forced me to cut most of those features.
@noobhereo I am glad you liket the art style of the game. My early prototypes of marching cubes resulted in some pretty blocky dirt meshes, so I decided that a low-poly character models for miners would fit well with it. Also you are right. Those are space suit, or rather "Hazardous Environment" suits (like hev-suit from HalfLife). Specifically fot that reason I left the head as cube - to rienfoce the inpression that this is a helmet.
@neon A Pro tip (I totally forgot to mention in controls tutorial). If you hold Shift you cet the mouse poinetr back and both your weapons will use mouse cursor rather than center of screen for targeting.
@glitchman Based on the absense of residual dirt in the hole, I recon the dirt mesh generation didn't work for you. Was that screensho taken from web build? Or some standalone builds also fail to display ground?
@ruslanch Ага. Понимаю. Рад что игра понравилась. :smile:
@andykswong, @pohko I am glad you liked the game. Yes, the sound is sorely missed.
@kroltan, Thank you for your very detailed feedback. Regarding the suggested optimization - this one is one of the first optimisation I implemented. On top of it, some of the calculations that are not main thread critical are offloaded to a secondary thread (in theory multiple threads, but alas the calculations get bottleneked by the mainthread critical bits), and a queue manager is added to the volume refresh requests prioritising refreshing the volumes based on their relevance by proximity to the player and some more caching magic tricks... I did really spend almost a full day trying to optimize the damned thing. Mouse sensitivity - yes. It I am aware that it sometimes happens. I am planning to look into fixing it and probably put a fixed version sometime between rating other games and dayjob. But unfortunatelly the problem does not show up on my laptop so it is kind of hard to debug it. :cry: The door actually is working as intended. It is controlled by 4 buttons and only 2 of those are on the top floor. Basically you need to clear the stair down, put the button there. Backtrack up, go through the door and then go down throught the crack in the floor.
A jump button - honestly I was going to implement it, but somehow got caught up in other fixes and then just got used to clearing the map wihtout is and forgot to actually add this one line of code...
@slimabob @kevin-s I am glad you liked the digging mechanic. It really was the core idea for the game.
@aret24 Glad you liked the "Free digging" area beyond the facility. :smile:
@ilyas-aqil Thank you for playing. I am really happy with how puzzles turned out. Like the multi-button door. You open one segment right away. then you get the second button in the room across the hallway and as you turn to exit the hallway you can see that there are 2 segments open ow and this should give you the idea that you ned 2 more buttons to open the door. :smile:
Making a "Shoot the button" mechanic was a choice make when I still had plans for enemies you need to kill by zapping them with the same gun you use to power doors. Plus having the ability to zapp buttons from afar opened the opportunity for some tricks like a button on the ceiling, or one away in the yet inaccesible room. And to aleviate the problem with aiming the gun, I added the mechanic of precision tageting (hold shift) but them kind of forgot to mention it in the tutorials... oops...
@chiyeon Thank you for the feedback.
I am in fact working on trying to restore the digable ground mechanic into the web version. I believe the root problem turned out that the Threading is not allowed for WebGL and since the actual mesh generation was offloaded into a thread to save performance, it didn't work. I have now abstracted out the Asynchronous computations and handlers, so I can provide a class with either threading or Coroutine version of Asynchronous handler. Hopefully this will help. If it does - I will update the web version with this fix.
@firellon - I have finally managed to cram the working marching cubes terrain into the Web version so you should now be able to check it out.
An interesting idea for the game. Kind of a Random heavy - a couple turn with only horizontal cards (left/right/split) can ruin youg run.
Also at some point one of the slots got scrolled above the viewport. This resulted in game soft-locking. There were no slots wisible, but the game would still register that there is a slot up there somewhere, and waited for me to pu a card there, which I for obvious reasons could not do.
But the game has nice replay potential and might work as a nise timekiller.
A nice short game. The "Prayer" section does not appear to have hints on what the propper lines are, but there is no penalty for failing, and you get clear indication which answer you guessed right, so this is not a big deal.
The hint to pass level 3 being hidden on level one is a nice touch.
Graphic-wise, the slightly bent lines and greenish tint of the walls give an impression that you are moving underwater. Really a good effect. The sound effects are non intrusive, but accompany the atmosphere well. Thogh maybe some more effects while interacting with the creatures would help.
Nice game. Few neat mechanics. Clear level goals and tutorials.
The only problem I would like to point out are - all the builds in one archive. Seeing a 530mb download file is kind of a deterrent. Maybe if you split builds into their individual archives and give several download links, a game would be more accessible to people with slow internet connection (Yes, they still exist).
The game has potential, but it really needs more Depth (no pun intended).
First of all - it appear there is a "correct" direction to traverse each level and trying to leave the level in the wrong direction results in a gameover - even though you don't hit any obstacle. The danger of going the wrong way needs to be telegraphed more clearly.
Then the "disappearing plate" is also a bit confusing. A reasonable person would think that falling through a disappearing plate while it is gone is a good thing because it progresses you to the goal of getting deeper. But no - once again it causes a gameover. Maybe the danger mechanis for those plates should be changed from disappearing to spikes or flames indicating that it is not safe to travel over this one at this point.
I think I found my pick for the Best Game of LD48. Not many games can evoke such strong emotions with such seample presentation.
A nice little "Walkng simulator" game with horror elements.
Really liked the finalle. A bit sad that you can't play a sensible person and GTFO, but the theme kind of obliges to go deeper.
Graphics are nicely enhanced with post processing.
Soundscape is fitting.
The elevator ride is a bit too long for my taste, but that is not too much of problem.
The biggest problem of this game is the genre. A Walking sim is not the most engaging genre to play, and the story is too short to engage by itself.
Still a solid Compo entry.
I managed to complete the game on the third run.
I like the kind of hyprid between 3D and 2D you got going. Gived the game a bit of retro feel.
The music is kind or repetative, but it is not intrusive and does not get annoying.
Really love the ghost approaching indicator. Helps with survivability a lot.
However the game has a large downside that is best depicted by how the theme is interpreted. You are supposed to get deeper into the wood, but there is no obvious "deeper" direction. There appears to be borders, but other that that there is no sense which way to go. And the same goes for the game objective - find the fragments... just somewhere on the map. With no visual hints where to look for them you are stuck with just wandering around hoping to stumble into some. And that doesn't feel that engaging. You don't feel like you beat the game. You feel like you lucked out.
I understand that probably this is not in the least die to time constraints and developing the game engine from ground up, using C++ probably took a lot of time, but that still impacts the overall enjoyment of the game.
The control scheme is unconventional, but serviceable. My only problem with it was the S key. In the manual it is described as "look behind you" so I assumed it would turn the camera facing, while the character direction stays the same. Insteat it just forces the character to make an instant 180. Was a bit of an oopsie when I was running away from the ghost and decided to look behind to check how far behand it was...
PS: The ghosts are adorable!
The game was a nice little experience. Not much to play with but the exploration of the world with its different layers was nice.
The art and music were pretty delightful.
And I especially like that despite the minimalistic mechanic the game managed to tell a story of character change.
I am sorry. I really wanted to check out your game and rate it, but for some reason it wouldn't open on my laptop.
It shows the Unity Logo. then the chimes start to play, but I get no picture only the grey screen, and then I click a mouse button I get the "Application not responding" error. :cry:
Will try to check it out on the other computer when I get the chance...
Ok. On a more powerful PC the game works so I was able to play it.
The game looks and sounds Gourgeously. All the models, animations and postprocessing effects are well polished. Hats off.
The character does handle well and navigating the world feels really good, if you don't mind the camera.
The camera however is... well that is easily the worst aspect of the game. Camera angle is fixed, looking "North". While for the most part of progressing throguh the game you have to move South.
Technically this design choice could make the phylosophical sense, as moving forward you don't clearly see what lies ahead, and instead most of your vision is filled with things that are already behind you and are no longer relevant to moving forwards, and like memories the gradually get more blurry the further away they get...
But... I kind of didn't get the feeling that those philosofical implications were the intention of game creators, and instead this camera angle loos like a poor game design choice.
Anyway - a solid jam entry with perfect visuals and decent gameplay.
The game is a standard but solid varuation of a maze with enemies.
Maube some floating mechanics could add variety to the gameplay, but then again it would probably also hinder player mobility, and with the bullet avoidance mechanic the player mobility is important.
The boss battle is cool. Unfortunatelly there is only one attack pattern and after figuring it our (and dealing with additional enemies) the battle became trivial. Maybe spawning more adds at 60/30% of boss HP would've made the combat more engaging.
The game also appeart to have a problem with screen scaling. On default build player resolution the health bar was partially clipping past the screen edge.
Turning fullscreen helped fix the healthbar, but the hint message was only half-visible. The right half of the message was offscreen, and so I didn't see what you need to press to change weapons and mostly just guessed it should be numbers 1-4.
@aret24
By floating I mean something like the submarine slowly drifting upwards or downwards when you don't apply controls. Then moving in the same direction as this flow is a bit fater and in opposite tirection - a little slower. And then maybe add a button to toggle the direction of this floating (like fill the internal tanks with water to start tinking, or empty the tanks to float up).
Regarding Unity UI - It actually is pretty easy to handle once you get used to setting up achors and pivots correctly. On the other hand it took me a couple years of practice and a background in front-end web development to figure them out. So I understand why you might be frustrated. :smile:
Neat little game with easily understandable mechanics.
However the "Limited visibility" played a cruel joke on me. No my first playthrough by the time I charged the Driller to 90% all the nodes I was avare of ran out of power boxes. I suppose there was another node that got all the respawns, but because of the poor visibility I could not find it.
Though I though that maybe the respawn rate slowed down as you were powering the machine, so on my second playthrough I decided to collect 500 nodes before returning to the Digger, and as I managed to collect the required amount I had no idea where the damned machine was.
Had to slowly back away from the node till the dust tarted obscuring it but it was still clearly in sigh. Then look around and if the Digger was not in sight - return to the node, pick another direction and repeat the process.
The endin cutscene was cool. Though a bit of expected one.
This game is heally hard. Probably I could figure the swimming mechanic if I practice enough, but I would probably have to leave this plactice for later.
Also the game kind of does a good job of showing there is a goal. Without the montage at the beginnign showing there is a treasure just 100 meters away really helps to aleviate the frustration of struggling with the controls.
The sound effects are nice. Though I couldn't hear nay music despite there being a volume slider for it.
Used "Jam-fixed" version of the game. Managed to complete all levels (I guess). Got the "bad" ending - probably because I forgot to collect some yellow balls on earlier levels.
An interesting mechanic with moving platforms.
Definitely also got the "Portal" aesthetics vibe.
The last level exit not being an elevator cabin and you having to jump directly down the shaft was confusing and TBH I only did this out of desperation.
That is an interesting little game. The story seems clear, though a little gruesome.
I kind of like the hint of the strikers actually winning, but I kind of sad that after all they had to suffer through they decided to just abandon the mine rather than take it over.
The gameplaywise the game is simple but solid. It would probably help if the text appearing letter by letter would not expand sidewise as it appeared. Kind of made it harder to read it as it appears. Also trobably could show "Press E" for the interaction you already made a different color, so in case there are several POIs nearby you can better recognise the one you didn't read yet.
There appears to be some space petween the ladder and the platfor in some spaces, but since you fall very slowly and have mid-air control it is pretty easy to get back onto a ladder, so not a game breaking bug, but a bug none the less.
Really good relaxing game.
Found a minor bug when 2 fishes spawned with depth that overlaps I decided to try being smart and sent the hook into the overlap zone, thinking that this will trigger the catch no matter if this was the right depth for these bubbles. But when I got the catch both fishes despawned. Not a big bug but still a bug.
Also maybe I just got unlucky with RNG but I felt like the mechanic of having several debth options and having to guess which one corresponds to whic bubbles spot, was underused, as I mostly gor those fishing spots one by one.
The ending dialogue was really sweet and touching. :smile:
Love the music and sound effects.
Played the game towards what I felt like completion. Though apparently the game did not inplement the win state.
Puzzles in the game are fun and obvious enough. The only one I had problems with was to open the room with the lockdown-creating artefact. But then again - apparently you don't have to.
Graphic assets are simplistic but witting for the game.
Enemy AI is not the most sophisticated one, and often you can shoot the enemy dead before it starts reacting to you. So the game relies on hiding the enemies behind the corners to add tension. A little bit cheap, but works for a 48 hour game. :)
The music is nice. I only started getting tired of it, when I was getting tired of the game as a whole.
Which happened when I managed to beat the boss, shut down the lockdown artifact, and then nothing happened. I didn't get the notification that I need to go deeper, so I assumed I need to return to my ship to win the game... and so I did. This also didn't give me any "You win" notification, so I suppose the authors simply didn't bother to add sich a screen to the game, but while going up I got pretty annoyed at the game and particularly the "energy" mechanic. You hardly get enough energy to travel from ship to ship using a marker. But you are also expected to fight the fish, and collect datapads along the way? Anf you only replenish the energy at the generators that are deep inside the ship. So if you had to fall back and want to try swimming again - you have to firs nafigate the whole ship to rechgarge, and then navigate back to the exit. And on my fools errand of going up I had to do this with every ship. This effectively turned the game into a slog and smeared the overall impressions of it.
@arthur-mairs I did enter the room with the antennae-looking thing impaling the ship. Looks good, but nothing happened when I did.
The Windows build now appears to be working.
The game is a pretty nice take on platformer. Inability to stop, and only changing direction when hitting an obstacle is a neat touch. King of like playing a Gumba on steroids. :smile:
The stalactites however are probably not the best choice for an obstacle as inability to change direction or stop at will makes avoiding them hard and sometime outside of character control.
The "Boss battle" at the last level is a MASSIVE difficulty spike. Also the timer is trollfuly set up in such a way that you hit the exit and start running back into the gauntlet seconds before the door would open, so you have to run the gauntlet one more time back and forth. This is frustrating.
Also the random obstacle generation made it impossible to complete the gauntlet without getting damage no matter how well you play. But damn does it feel satisfying to finally beat it.
Well that was trip... In more senses that one... Phew...
You were not kidding when you mentioned that this game might be disturbing, and the background music amplifies that as well.
Lelel 15. Thanks for asking. )
I really wanted to give 5 for humour, but then again this is mostly poop humour. So here - have 5 for mood instead. :)
The game starts fun. But the level 4 is pretty frustrating with the tight space between the entry to the next level and indestructible walls. But still I had tons of fun playing the game.
The sound effects are olso not offensive.
The game is really good looking. The sprites and animations are really well done and I see that you had some interesing ideas with there the story was going. I really wish there were ways to explore the whole game.
The bugs I encountered: - The absense of bugs in the firefly catching quest. I mean literally - there were no fireflies or any other bugs present so I had to return to the Fairy girl empty handed. Still she reacted as if I did everything right. - A pit hidden at the left side of the level. You can fall into it and the game will get soft locked. - When you do fall into a pit the game does not end or restart. It just gets stuck. Apparently somewhere down there the character still exists and can walk left and right (as camera will pan the main level to follow).
Отдельный плюс игре за русскоязычные тексты. Хотя в паре мест, в шрифте не нашлось кирилической буквы и в тексте показался квадратик. В общем, я представляю что такое делать локализуемую игру, и поздравляю с тем что вы смогли осилить механику локализации в рамках Джема.
The vehicle handling in the game is a bit odd. The vehicle tends to stick to walls when you try to move vertically past them. Sometimes this is good as you can easily kill your vertical speed if you are headed to spiked/gas cloud. In other case when you want to fit into a 1-tile hight cave it is not.
The cave system all looks similar so unless you already know where to look for the miners, it is pretty hard to get them all in time as likely you have missed a couple in the opposite sides of the map.
A nice little game. Kind of reminds of an antique "racing" game from hendheld arcades.
The end of the game came unexpectedly fast. Though this is in large part because one would not ever expect such a game to have an end.
The colliders of the obstacles seem to be abi large, resulting in my first run to fail because I was crashing into them sidewise being too hasty to relurn to middle lane.
Nice game. A more niticable difficulty progression would've been nice, as after a wile game starts to feel same-y. Had to reduce the graphics rating because of the background not tiling properly. Maybe this is a problem on specific screen resolution, but still reduces the game enjoyment. The music is good, and sound effects are serviceable. Wish I had sound skill like that...
Oh - and bonus point for humour, for making the "Point" token look like a reference to a certain website. Or maybe that's just dirty me...
Nice game.
There are some rough edges here ant there. In the first game, towards the end I literally had to span up and hope to get more flowers that tears, because I just couldn't register the pictures as fast as they would zoom past the screen.
With th last puzzle I for some reason had trouble getting used to the control scheme, but that is most likely not because this scheme is wrong, but because previous games with same mechanic used a different one.
The art style is nice. Probably could do with a little less pixels. (The actual pixel-art games tend to use wide range of color variants adding the details to pixelated images. But here the colors were flat, and that IMO does not mesh well with the large pixels aesthetics.)
Sound scape is nice. Especially the heart pounding in the firs minigame. Though it would probably be better if the heart rythm was in better sync with the icons spawn toward the end of the puzzle - in my playthrough the icons went too fast and the heart could not keep up.
Good artwork and animations.
First had a little problem with WASD controls, and had to use arrow keys. The good news - arrow keys also work. The bad news - if you use them you can't really reach the Roll and shoot buttons comfortably. So I was relieved when I figured out why WASD were not working (wrong keyboard language selected).
The boss was little underwhelming. Maybe some variety of attacks would've helped.
Also love how the background changes as you go deeper into the nighmares.
I am not sure if the game just broke on me, or if it was the way it was intended, but the first music track was a... long one, with like a second passing between the notes, and only occasionally throwing a series of button press requirements at me, with no musing tone changing to accompaty the moments of button pressing. ((Isn't it the point of rythm games that the button presses should sync up with the music rythm?))
Anyway I suffered through the first level, got like 95% accuracy, and then the seconde level began... but forgot to bring any music or button presses with it.
An interesting game. At first the tactic of just kiting the enemies and shouting at their bunch works pretty well.
Then the enemies start differing in speed so kiting them all at once becomes a harder task.
And then I got overwhenmed by enemies spawning.
Could not figure what most of those items I pick up do. Except for hearts - those obviously hela you. And one of the items increases your damage output - right? After some levels the starter enemies became one-shot kills, so it must've increased.
The bombs and teleports are probably a nice feature, but I didnt use them that much. Especially the teleport. Either the enemies are everywhere and there is little point of using it. Or the enemies are bunched up, and just kiting and shooting works fine.
Still enjoyed my playtime.
Checked out the game. A fairly nice platformer with shooting. The combat took some time to get used to, but once I figured out how to cheese bullet self destruct (if you back away from the enemy their bullets will expire before reaching you, while the enemies have to move into your bullets and get hit) the combat became pretty trivial.
I do like the mechanic of enemies dropping health frequently when your HP is low.
-The art style however is all over the place. -The terrain is not pixellated at all. -The main character ix pixelated and has a black outline. -The weapon is pixellated with slightly larger pixels and no outlines. -The UI has the pixel size abount the same as weapons, but has outlines. -The enemies are pixellated with HUGE pixels and no outline.
All those elements don't really mesh together. Not a critical problem but still probably should get some polish.
However one problem I have with this game is unforgiveable! I know that deathpits are kind of a staple of platforming genre. But having deathpits in a game where you are supposed to go deeper is an unforgivably cruel joke. Thankfully you also implemented a generoud checkpint system so hittin one of those pits does not set you back by far, but still - bad design choice.
Overall - a decent and playable jam entry. Well done!
A nice game. Really interesting take on tactical combat.
Took me a couple lives to figure out how Spectres work. ((Never got to any other enemy types past zombies and spectres)).
The game rules are surprisingly fair, and every time I got killed I see the move I should've made to suvive a bit longer. Well done.
The Music is... serviceable.
The models are fine and fitting their function as basically chess pieces.
Tha game has an interesting concept, but it gets too frantic too fast. I just can't take the situation in before I am dead already.
The Lava effects are good looking. Though the rest of the game visuals are servicable at best.
@the-neon-shark I guess "Have to go deeper" means you are actually supposed to go into the pit to advance the level.
Levels to sometimes look simila though.
An interesting tactical puzzle game.
A big difficulty spike on one level, plus the need to replay the whole game after failing, was a deterrent from actually completing all levels, but still was fun to play.
The bullet speed could be increased a bit.
Also if the bigs were aliens invading Moscow - why are they speaking russian? ((The voiceline when a pig is killed translates as "Why? That hurts!"))
Well... My fist impression of this game was: 90 ratings given and 0 received? (That was a couple hours back when I only woke up and started rating other games) This looks fishy...
But then I noticed that comments and figured out that that the first uploads of the game were not playable, so probably this is the reason of low ratings received count. Still the high number of rating given looks hella sus.
Anyway to the game merits on their own: - The gameplay loop is boring. Basically all you do is fall down. You have too little control over your descend to catch any score points or avoid obstactes intentionally, so its all mostly down to luck. On top of this, the obstacles you are supposed to avoid actually do nothing other than stop your fall.
- As mentioned in the comment above - the fact that your character starts falling down and looking sidewise does little to help.
- Graphics look nice, but the textures look kind of too high quality for something that was created during the compo. I have no qualms agains using pre-existing assets in the game, but then it should be jam category, not compo.
- Sound is nice.
Pretty nice concept for the game. The scenes start repeating themselves after a while, so around level 15 I decided to quit.
But the game was pretty enjoyable for the fresh eye. The scenes when you first discover them look interecting and funny. Like the cat portaits, or a skeleton trying to dring lamp fuel. :smile:
The soundtrack would get boring after a while, but like mentioned this is the problem of the whole game, and while the game is enjoyable, so is the background music.
For a game made in Jam format with unfamiliar technology - this is amazing.
Interesting game. Though the difference between gettin hit and dodging is a bit... bulurry. I mean it feelsa a bit random when a maneuver that was all goot 10 times before results in a hit...
But being hit is not too harsh as you recover shortly after...
And some hint on what do turrets 3 and 4 do woulb be really nice...
On one hand, the AI seems to be pretty hones and don't appear to dash towards the player before visual contact is established...
But this results in the early game being spent mostly on trying to figure out where the enemy is...
I was able to engage the enemy when I climbed up the log and enemy spotted me. The bad thing was that the enemy turned out to be behind me so he got a drop on me with first shot... But good thin was I was able to take cover under this very log, and use peek-throw-hide tactic to the win.
Erm, you seem to have bothed up the upload to your itch.io page as it is not playing the game in browser.
BAsically you need to upload the Web buld separately from MacOS build. And in the uploads meny tick the "this version is played in browser" checkbox.
I'd be glad to play your game... but currently I can't.
@laaph The game is loading now, so progress made. Unfortunatelly I only appear to see a portion of the screen.
There should be a checkbox in the itch.io settings about what resolution to set for game and there should be a button to let the game control resolution or be fullscreen. That helped me when I had this kind of issue.
This game is really... confusing. Like I am supposed to prepare 4 dishes, but I see 6 options...
Literaly couldn't figure out what to do. Like I managet to pick up a dish. Then bring it to special ingridients table to pick up 4 items... and nothing. Placing the dish into the table or removing it appear to have changed nothing.
Also I guess this is kind of too much to ask from a game made in 48 hours, but if there is an aopponent on the other side of the kitchen, it might have at least moved between the stations a bit. Just to pretend it is also doing something.
The music is fitting to the spy hun theme... ans as such misses the kitchen topic altogether...
Still with better UI telegraphing the game might be interesting.
Wow... The final level was... unexpected. :smiley:
And a little piece of advice for future. People tend to download a bunch of games in advance, so they get downloaded while some other games are played. And naming your archive "LD41" makes it a bit harder to find your game in the downloads folder. It's an easy thing to do, but it actually helps a lot.
Wow... That was... hard. But I managed to finish this level. :smile:
Was a bit confused about the pre-loading Up/down commands. Tried to pre-load it before sarting to run... without realizing that run command will cancel going up.
This might sound a bit wierd to you, but... not all people are familiar with "run with Java" bit.
I'm not telling that using java is wrong, but it will decrease the potential audience for your game.
Can you add a standalone executable version?
The vision range is challenging. And asymmetrical (left-right you can see 3 tiles away, but up-down only 2 tiles away). So it makes for a pretty frustrating when you move to a medback only to see it snatched by an enemy...
Also the ammo status could be telegraphed a tad better. Cause finding yourself bravely engaging the enemy only to realize that your weapon wasn't loaded... for quite some time now is also frustrating.
Alnd finally - why can't I pick up excess guns? Even if I don't need the upgrade anymore - I want to deny the enemy from getting them. Cause it doesnt feel good to leave a shotgun behing only to be shot in the back with it two turn later...
But all this frustration... I guess that's just Battle Royale in a nutshell...
An interesting game.
The telegraphing of what is happening is a bit lacking, for example The treasure chests were sometimes destroyed without any interactions happening near them... And the "Holy ground" made by killing a wrath seem to not activate the chest...
But even the basic idea of positioning all the chests on holi grounds before exiting the level is fun to play.
@quixatocs Think you for playing! :smiley:
@creepyounguy Oh no! :scream: Please hit me on hilvon1984@gmail.com with the details of what was happening.
Technically Match3 and Arcade bits are linked in pretty limited way (The Match3 feeds the Arcade information on recharging shields/weapons and missiles, while Arcade feeds Match3 with information for screenshake and dropping bits of playfield. So there shouldn't be a link between killing enemies and match3 glitching... but there are quite a few ways Match3 coulf break on its own. :grin:
Anyway - will be looking forward for your feedback. Hopefully the bug will be found soon.
@yngvarr *having a puzzle and a ship on the same screen would make the game more structured. Now it feels like two separated games*
Well...
First of all - I didn't want to _mix_ two genres. I wanted the game to preserve both without destroying their core principles. So this separation was aimed at this.
Then there is the fact that the proper way to play this game is 2 player couch co-op. And this separation of game aspects kind of emphases this.
True, this means that I didn't invent a new genre that is a combination of two... but effectively I made two game in one. And all thin in 48 hours... Kind of proud that I managed to pull it off. :smiley:
**Note to everyone**
Thank you to everyone who rated and commented on my game! I really appreciate your feedback. And I will definitely play and rate your games, but unfortunately this will only happen on weekend. Please don't be offended by this delay.
@kr4ft3r Well... I hoped that "Match 3" is a pretty commonly known game concept, that people would be able to get into without a lot of deliberate explanation on my behalf. Like you don't explicitly tell a player that you need to hit an enemy with a bullet to kill it. And if you get hit with a bullet, bad things will happen.
There is a board on the right with tokens of different colors. You can switch a token with another one adjacent to it. If in the result of this move there is a horizontal or vertical line of 3 or more tokens of same color - those matched tokens are removed and score is added. If the move does not result in a matched line, it is not executed.
As for the advise to go for something simpler... :rolling_eyes: Well... I... try... I genuinely try... every time. Every single time. But I feel like the only one time I actually managed to run with something simple was my [runaway convoy](https://ldjam.com/events/ludum-dare/39/runaway-convoy) for LD 39. And the only reason for this was me wasting almost a day on another complex idea before realizing that I will never pull it off. So I had co come up with something I can fit into remaining time.
But at the same time, I'm a programmer to the boot. And while I can do some ok-ish art, and I am slowly crawling into making sounds, those will be mediocre at best. At the same time, I can make some pretty fancy code. And so I base the game idea on something I am good at.
@kr4ft3r Erm... Point the mouse. Press the button, drag mouse towards adjacent tile, release mouse. And the move must result in at least one match, or it is not executed.
Though you have a point. Probably should have made a "click-move-click" move scheme to work as well... :rolling_eyes:
Then again, this could also have been fixed with better telegraphing in UI... not like I really managed to work on UI all that much.
And your comments are totally Ok. I appreciate the feedback. Especially since you are not only complaining but actually pointing out how to improve.
@kr4ft3r Well... The "standard" control scheme is "swiping" as most of them are on mobiles. :smile:
@schuster Glad you liked the idea. :smile:
@masterkrepta Yes. The game was envisioned to be played as a pair. :smiley: Hoever the difficulty curve is a probably a bit too steep and the controls are.. clumsy. So me and my wife were able to hold a whole minute longer playing together than in solo... So I might have bothced the ballance a bit.
Then again the ballance curve had an ability to upgrade your shield capacity and hardness and firing rate... but it never happened (mostly due to not having enough time to craft UI)
**Thank you for fedback!!!** :smile:
@arbosis Yes. Guilty as charged. :rolling_eyes: The combination of having two-player mode in mind and some things that should have made a game easier not making it into the game, resulted in solo experience being a bit too harsh...
@justinooncx Wow... Thank you for this crashtest of the system sorts of. Yes... this does ring a bell actually. In short - the matching engine only executes once all the tokens are in place, which it tracks by incrementing a counter when a token need to change position, and decrementing it once the token reaces its destination. But it looks like if you destroy all tokens before they reach their initial positions after being spawned this might result in counter not decrementing properly. And so the match engine is stuck waiting for tokens that no longer exist to report their arrival... Should be easy to fix if I add resetting the counter between clearing tokens and spawning new ones.
And to answer your question - no. You can't have a matching line spawn without you moving any tokens. :smile: The safeguard here is simple: when you initialize the tokens they are creatd in order left-to-right and bottom-to-top, and for each token before a color is picked we check a pair of tiled to the left and a pair of tiles below. If it so happen that those already have same color - we prohibit this color from being assigned to this tile.
I wonder if this bug you really have to put effort into invoking qualifies as "Game breaking" to justufy uploading a fixed version... Probably I will.
@john-darrington Glad you enjoyed it! :smile:
@p-r By "Swipe" you mean playing on actual touch screen? Yes, this might be the case. I don have a touchscreen device to test :( And since mouse events and touch events are similar but not same it is possible that touches are not handled properly. :( Sorry for bad experience.
@blazedragon You seem to be referring to the problem of Alt (used to launch a missile) also opening browser menu which puts the game on pause. I noticed this issue, but didn't feel this would qualify as "game breaking" bug, and it was already submisison hour... :(
And no. There are no music or sounds in the game. Reitrating over Match3 engine 3 times took so much time that I had to cut a lot of things, and sounds are only one of them... althouth probably the most noticable. Followed shortly by lack of helpful UI...
@vkmicro Yes. That's what was cool about this particulat Theme. It basically prohibits making a dull game. But at the same time this is a bad thing as less people would pull this off.
Glad you liked the Star Trek reference in ship design. There is also another franshise referenced in credits roll. May the veterans of holy wars between those two franshises forgive me for liking both. :smile:
Also you to notise that Candy CRUSH is kind of referrenced in game title. :smile:
That was impressive for a Javascrip game. :smiley:
That is original Wolfenstein renreing method, right?
And the gameplay once you get a gun becomes pretty satisfying. :smile:
The dungeon is quite big though...
And I couldn't figure hot to put cards onto piles... so I just dumbed a bunch of them into the room... and then got lost in the dark...
@scrumplesplunge Ah... So the piles are going downwards...
Though... Makes sense actually. since they all appear to start with kings... and if you carry a pile dropping higher cards first... filling piles from low to high would be... tidious.
The game is really hard to play. Like Really really hard. And basically as soon as you have some debris not aligned horizontally by the floor it bocomes next to impossible to score anything.
Also there is a curios bug. If you send your newly landed piece flying up into the airall the way to the top, and it hits the next piece as it spawns you might get a gameover notification even though the playfield is half empty. :smiley:
Hm... An interesting idea... Though I am not sure the "Simulation" is the right word to use. Maybe "Mission" would be better. Because retaining ship damage after "simulation" feels wierd.
Also the idea of "researching" and unlocking additional enemy types is. Fun, but it would really help if the enemies had different graphics. Just to tell which of the enemies are actually new ones.
And the gun upgrades are... well... the stock gut is pretty fittingly weaksauce. But even tier 1 gun is insanely good oneshotting omst of enemies and having a decent fire rate to deal with everyone non-convinced by one shot...
Moving to Tier 2 makes shooting even more satisfying... but Tier 3... just doesn't feel like an upgrade at this point.
Well... Sometimes RNG just doesn't love you and throuw a duette of sensor boats with no change to avoid them... But the idea of re-cloacking by picking up a blue dot is interesting... Though it looks like those dots only drop from enemies, and if if a ship saw you previously it will continue shooting even if you get cloacked.
Also declacking on being hit by enemy debris is... making the strategy of moving in the upper half of screen more viable than moving on the bottom.
Pretty fun experience.
Though most of the challenge comes from lack of height perspective (other than looking at shadows).
Also at the beginning of act 3 I managed to quantum-tunnel through the walls around the platform. So it might be a good idea to make colliders there a bit more solid.
An interesting simplistic game.
A racing bit here is mostlu for the estetics, since the main bit of the game is basically getting most points possible.
Managed to win the race on the third attempt. Jough this was mostly thank to RNG. And sometimes RNG is just... bad. When one of opponents scre 10s 3 truns in a row it just doesn't feel fair.
Wow... When I read the rules, I thought this was... impossible. But I managed to beat level 1... eventually. :smile:
Still with words like "biology" the game becomes insanely hard. Especially if you get an unlucky bounce and need to catch the bal in the middle.
But a pretty fun experience. :smiley:
Erm... Was this game published? I don't see any links to play...
The game is... Hard. And the base resolution set to screen canvas seems to be pretty high, so on my tiny monitor all the fonts are made unreadable... :(
The fact that mana is also used for jumping is... harsh.
Also am I right assumint that "boss" at the end of level is taking multible HP if its you? It was kind of poorly telegraphed... literally making you realize this only when you get one-shotted back to the beginning is... not a good experience.
An interesting concept! Thoug I wasn't able to find the last duck...
And seeing the opponents jus zip past this shooting zone while I an stuck looking for a duck...
Got married in Vegas.
Guess I get along with monsters fairly well... :dragon_face:
Nice game to play. Thoug some superfast asteroids are... anoying. DK if that was intended or it's just a glitch of physics happening offscreen.
Also like the pro-move of blocking an impacting asteroid with a fish...
Well... To be honest, pointing at the field and clicking is a pretty standard thing in farming sim. and he idea that this is done with a shotgun is... while fun, but realistically doesn't hange a lot.
Also the harvesting was a little bit confusing. First of all it was kind of pixelhunty. Then for some reason the avatar wouldn't collect more than 24 grains... and the harvest was way way way more than this. Basically after 3 trim to sell the harvest, and the field not getting cleared in any noticable way I gave up.
Also I am not sure that 2 extra fields were neccesary, given that handling even one field was tedious.
The graphics are nice though. And it was surprisingly satisfying to watch the crops grow.
Oh... And some better telegraphing that the crops are reasy for harvest might have helped. Like made the harvestable plants a differendt color (like keep this yellow colo for harvestable wheat, and make the growing one greener.)
@firesplash-entertainment
What coulf improve the "Tedious harvest" issue is to harvest the entire plot with one operation, rather than picking the individual stems. Like use the tile hitbox for harvesting as well (same way you use it for... shotgun-ing and seeding. And them make player to hold the button for a couple of seconds before the entirety of a tile gets harvested. This way even if you can only harvest one tile before you have to run off and sell, the progress of harvesting will be visible. Currently having three trips to the granary and the field not showing any progress was frustrating to the point of final straw... (pun intended)
Beat the game pretty easily. But mostly it was due to the goat not wandering towards the food packs. Basically I was free to pick up some food, then wait till the goat turn around and quickly dash to feeder and than zoom back before it turn back. Might have been more challenging if goat was moving more... Or maybe I just golt lucky by RNG.
Anyway pretty fun simplistic game.
Music was also nice.
Thought the overall mood was a tad... inconsistent. This silent-hill-style fog and infernal goat were leaning toward horror mood, but the music pushed it toward more comedic one...
A nice little game.
It is tidiously repeatable.. but then such is the nature of working hard to get something. So the "mood" tgets 5/5.
Also since the dock/sell/undock doesn't take that much time, and numebr of castings and buying the bait is not affected, I don't see much point in extra inventory slots. Especially for this price. Maybe adding more expensive bait that can lure better fish, would give a game a bit more depth...
Another thing that would have added to "choice" mechanics of the game would be an ability to dump some items out of inventory. Like if you want to get more fish on your haul aqnd don't wand to return with a boatfull of boot.
An... unorthodoxal take on the tetris idea, but IMO this only adds some unneccesary complication to an already not the easiest game. :smiley:
Also I'm not sure if that was intended, but I was able to rotate the pieces without having a character on them, but at the same time rotating wit character standing on a piese resulted in gameover.
And it looks like you can move through the placed blocs horizontally...
Wow... That was an interesting experience.
A lot like playing chess. When you have to keep track of what tiles are being threatened on the next turn. Managed to beat easy and medium... :smiley:
An interesting concept for a game. :smile:
Though the "Medium" game turned out to be a little bit too hard. Also the RNG that picks the new color appear to be glitched givin me the colors that were already cleared from the field this turn and this makes finishing the level a bit more complex than it should be. ((I guess the problem is because new color picker works before the blocks are removed, so it doesn't recognize that this color should now be gone.))
Also a minor thing, but you can paint over tutorial screens if you left-click on them. :smiley:
@creepyounguy *cuz I didn’t do tag/object checks *
If you are using Unity, I recommend using Layers. The LayerMask can be exposed to inspector for configuring. And it is used directly in raycasting checks. Just note that if you want to use them you HAVE to use max distance as well.
Lol... A very intersting idea for a game. :laughing:
That is a cool idea for a game. Though I didn't really get what was the point in the blue shots... ((Blue enemies were pretty scary though))