Artifact Rescue by Tiranice 2021-04-27T01:31:26Z
@traffle I had planned to add an event that would make the volcano shoot out rocks that the player would have to click to break, something for the future perhaps 😊
Foon → Ludum Dare Explorer → Users → Tiranice
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | TirBombardier | jam | 1245 | 3.10 | 3.22 | 3.02 | 3.00 | 2.02 | 2.73 | |
| 2021 | 48 | Deeper and deeper | Artifact Rescue | jam | 1790 | 2.76 | 2.52 | 3.05 | 2.23 | 2.30 | 2.50 |
@traffle I had planned to add an event that would make the volcano shoot out rocks that the player would have to click to break, something for the future perhaps 😊
@thecommonthug I think I'll make a "View Boat" button instead.
@ditam That looks like unity's input system messed up. I'm not sure if I can do anything about that one... 😕
@aevek I haven't been able to figure out why yet, but sometimes the workers will get stuck at specific models with mesh colliders. If you move the work zone around they will eventually select a new target. That bug is at the top of my fix list.
This is great!
• I'm terrible at games like this. They tend to make me feel like the skill I'm gaining through practice doesn't matter because the RNG can just screw me on a whim. You've managed to set things up in such a way that I haven't run into that problem. I'm still managing to get a better and better average score... :bulb:
• Have you considered adding an average score post-jam?
• Those red things are the worst, and yet they feel fair. Nice.
• The audio queues are excellent. Being able to here when the mines are about to detonate really helps me get the timing down.
• There are a lot of small stages of discovery that happen in this game. For example, the first for me was figuring out that the obstacles are proximity mines. That lead me to prioritize avoiding curtain mines, those read bastards mostly, over others. If this were expended into a full game focusing of those stages of discovery could lead to some great designs.
• Quick restarts. Very good, thank you. :laughing:
I love this interpretation of the theme. Also, I agree with the driver @#$%ing truck! I don't thing the game sees this as the truck having rolled over. I also got stuck when under one of the balconies on the white houses. Screenshot 2021-10-05 002156.png
It would appear that the levels don't have a goal outside of just seeing how much of the space you can fill before you can't move things. What is the victory condition?
The control layout is odd, but I did get used to it eventually. You get bonus points for the pun; unSTABLE ha :laughing:
This is amazing. I love the exploding weapons; fill dinos full of holes then blow them up by throwing your gun in their faces.
Great music, and I love the ms paint ascetic—shows that a little animation can go a long way.
Nice sprite work. The game has a bit of an Earthbound fell to me. I wasn't sure whether or not I need to talk to the npc in the middle after the fist stage, but was very well communicated.
@leuthil The goal of the game is to break all of the breakable objects, the red and orange ones. If you got a victory screen, then you won.
@osh-studio You need to select more than one reagent. Add the niter and tolu to their respective stores, then select both of them — you should see the buttons turn green on both. Then hit the craft button on the middle station.
@govoruhin I do plan on adding all of the features in my plan later, so in a few months there will be a little 30-60 min. game made from this. I forgot sound existed until the last minute. :laughing: That will be the first thing I add when I come back to this project.
@zapdos2 I've added "The player should be able to grab multiple reagents at once." to the masterplan. I have an idea how I want that work.
@morhailen Swapping the meshes on the reagents was in the luxury features; I didn't really expect to have time to get that done. The floor breaking is intentional. All of the blue objects can move, they're just very heavy and have a lot of static friction.
@ted-marsh Glad to hear that! Effectively teaching game's controls and goals is always one of my primary concerns.
@djtequila That's the first item under bomb in my post-jam masterplan.
@pd-dev I don't, but I have done an unreasonable amount of research into the history of firearms and explosives for writing projects.
@fractal Where you playing the windows or webgl version?
@d3kryption Thank you, I'm very happy to hear that! :smile:
@fractal The mouse issue seems to be a bug in either the input system or Unity itself. Mouse delta and position seem to be an issue for WebGL on linux, but that's all I was able to figure out. I don't get any mouse input at all on Linux Mint. Bothersome...
I don't understand at all when I'm able to attack. The default attack doesn't seem to have an animation.
Very soothing music, but hard to figure out exactly what I'm supposed to be doing. I'm not sure what the differences between the tiles are.
• I like this idea. It reminds of all the space debr- stations that I made in Kerbal Space Program.
• I'm not clear on what causes the parts to explode, but it's very entertaining when they do.
• The docking ports on my second solar panel array got separated and never moved from their stating position.
• The small solar panel array with one port doesn't dock at all for me.
• I have no idea what the arrows in the bottom corner mean.
• When you zip and pass around a Unity project you can exclude several things in the root directory, as they are regenerated as soon as Unity opens. These are: Library, Logs, obj, and any .csproj or .sln files. There are others, but you don't have any of them. See the official [gitignore](https://github.com/github/gitignore/blob/master/Unity.gitignore) for a more complete list.
I had a four stack ping off into space and take the half the island with it... I love this game. :laughing:
I love the music.
With controls this imprecise I feel like it's too easy to fall off of the platforms; maybe the minimum size should be a few pixels wider? I also would have liked a way to completely stop the character. Or maybe I'm just bad at this... I couldn't get through the first level.
Well, if I can't delete these then I may as well make use of them. MORE SHINING PRAISE!!!
Well done with the lighting. I can never figure out how to get the effects that I want—most of which are over ambitious anyway—when I us HDRP.
Love the announcers. It reminds me of Ratchet and Clank: Deadlocked.
The voice acting isn't horrible! Some full games can't even manage that. Good work.
Uhh... I'm running out of things to say... Okay, I may be completely wrong about this but, the "karts" seem to be all wheel drive, so the handbrake stops all of the wheel. That keeps them from sliding like I would expect.
Used 'em all, yeah! :laughing: :cry:
^^^ I don't know what happened up there... sorry...
I'm a wordy bastard, so apologies in advance for the wall of text. I was surprised to see camera dolly in the opening, nicely done.
The AI couldn't seem to figure out how to handle the portals. They just kept piling up in a corner.
My first instinct is that the cars are floating because you made the mesh colliders on the ground convex, and thus extend above the mesh itself. My second is that the wheel colliders are lower than the mesh they are associated with.
Every time I came out of a portal I would spawn inside of a wall, and it would take a bit of wiggling to get control of the all-terrain longboat.
I honestly thought that you added the controls to the boats, stared the game, heard the default sounds, and thought it was too funny to "fix".
You should be able to just create an assembly definition for asset store packages and add the missing references that popup in the console. If there are any editor scripts, you'll need to make separate defs for those and mark them as editor only.
You named the enemy, perfection is now in your power. Slay it. :dagger: