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Fractal Frontiers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Ambience | #116 | 2.832 | 3.294 |
Creativity | #143 | 2.832 | 3.294 |
Gameplay | #149 | 2.326 | 2.706 |
Overall | #152 | 2.427 | 2.824 |
Theme | #168 | 2.175 | 2.529 |
References / Humor | #171 | 1.972 | 2.294 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
Every voxel is an atom with interactions. Try setting a fire or watching the rain. Every dragoon reacts to what you do.
NOTE: CLICK "VIEW GAME PAGE" TO SEE PERFORMANCE REQUIREMENTS!!!
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Comments
Holy. From a technical perspective, this is insane. Given the fact that you built a voxel game with NPC's, building and burn interactions within 2 weeks. While I would argue that this is more of a tech demo than a game, I still had a good amount of fun messing around, even when I wasn't really doing what the objective told me to do. I also noticed some chunks transforming as I got close, but it was no big deal.
I also personally really liked the narration and felt like I was playing The Stanley Parable again.
Nice work!
Thanks! I think that fair, but it's a vertical slice of the idea of a game.
Umazing!
Thank you for playing!
Really impressive submission from a technical standpoint.
Couldn't contain myself and burn everything down though.
Thank you, I'm glad you enjoyed it! I will be working on making the burning chain reactions faster in terms of performance as well before the final curtain call.
Chain reaction for each voxel. That's actually smart. Was a bit buggy for me, builder guy didn't do much, then randomly started building and during that the game crashed. Ofc I set the crops on fire and everything else and that was funny hell ye. P good :D
Interesting that there was a crash -- the builder does a pre-scan check to clear every single block in the space he's about to build, so that's why he "didn't do anything" then appeared to randomly start. It's a bit more obvious if you don't place in a field that he's scanning and breaking. He starts from the sky first and then to the ground. One thing I could do is that he skips smartly on blocks in the sky when breaking.
I mean the lumberjack was kinda stuck in the building, so that could've had sth to do with it. Or maybe the farm was too close. Honestly unsure
So I am very confused about a lot of things.
The game seemingly runs normally, at 40-50 fps on my 1080 Ti. Unless I look at the God-rays of the sun there aren’t a lot of frame drops.
I burned some stuff, I placed a town, spawning 3 dragoons. I see 200 something stone and lots of wood on the bottom right bar and assume the game is asking me to gather those.
At this point I am scared of leaving my town because I might not find my way back but I manage to carefully collect all the resources and I hit B around one of my guys that didn’t move at all and I manage to remove all the relevant items from my inventory, but nothing happens so I have no idea what is going on. At some point I realize I have some items like houses in my inventory. I try to place them around, they disappear from my inventory but there is no visual indication of where they are supposed to go or what total materials I need. The bottom-right menu shows me a list of materials related to the very last construction related item I placed but when I deliver those items to the town nothing happens probably because they already have an invisible queue of all the other items. I don’t remember where any of the items I “placed” is supposed to go because there is no visual indication.
Night falls, I try to walk around and explore and gather materials because there is nothing else to do. One of my guys have wandered pretty far away at this point so I find him and build a dirt tower to mark his location. I find a river but there is nothing of interest there so I keep wandering and gathering stuff till morning.
At morning, Mint is here and she is inside a little crater with the “town” guy and she SCREAMS and gives me some items that I can’t tell what they are and when I right click the items disappear one by one.
The dragoon that wandered off is properly lost and the other dragoon is stuck seemingly placing yellow leaf blocks? I try to deliver some items to the town but it changes nothing with his progress. I try to place other structure items, nothing changes. I have no way of seeing what the next thing I’m supposed to do is at this point. If I’m supposed to deliver a specific item, the game doesn’t tell me. It instead tells me on the bottom right that I need 1 wood because the last item I placed was a fence.
At night I was starting to experience chunk errors, where a chunk would transform in front of my eyes, appear higher or lower or rotated. On the 2nd day the chunks were transforming right under my feet.
So there are a lot of cool ideas in the game and it was great chill vibes in the first day while I was just farming for materials but I am unable to make any actual progress in the game.
Some suggestions:
The game should let the player only place 1 build order at a time OR let the player see the details of every build order and cancel them individually.
There should be a way to easily “find” the location of the town as well as each build and npc.
Please have a hover text or something on the inventory letting the player know what the item actually is. It is difficult to tell based on the art for some of them.
Speaking of text, the tutorial voice is fine but it is a lot to take in every time so I wish it was also displayed as text somewhere on the screen that the player can read and remember what to do next at any time.
Instead of having drop items to town as a button, it would be much easier if, for example, when the player is not in placing mode, right and left click instead interacted with the npc’s and opened up menus where you could see the details of what they were doing and what they need etc.
Minor nitpick but for items like logs, instead of counting the number of atoms in the block broken, the inventory slot should already know how many atoms make up 1 block of “log” and should do the atom to block conversion and display the number of whole logs it would make. I understand dirt blocks and such but clicking a log and only getting like 60-75% of a log doesn’t make sense.
I know all this is asking a lot for an already very complex game.
I love a lot of the ideas you have here. But unfortunately there are a lot of things that made it really hard to actually keep playing the game as intended.
Hi, first, thank you for playing the game.
1.) Thank you for the performance numbers, the 1080 Ti was not tested at all, so I'm glad it was playable.
2.) The builder is rather slow -- we can increase his break/place rate for clarity of "what" he is doing.
3.) Yes, this stacks them on the queue, thank you for finding a bug here -- it should display the resources of the first structure that needs built, not the last. We will correct this.
4.) The crater exists because a raider spawned and was not defended -- he does damage the player when he explodes at the town spawn.
5.) Mint gives you Boba Tea, which is a good healing item, if you were at max HP it does nothing
6.) Yeah the farmer places "crops" which were intended to be food for your town, and it would be important to protect him such that your town didn't starve. There's a lot of "it could've been better if we had more time" going on in this jam, considering the scale and difficulty (technical and otherwise) of the project as a solo-programmer.
6.) The chunk error is strange, that behavior hasn't really been encountered. Perhaps if you're near (0, 0) there is a known bug which happens due to lacking a "null" entry for chunk entries on the GPU
Regarding the ideas for additions:
1.) Yes, this was a planned feature but time reasons became an issue, thank you for the bug report though earlier, displaying the first in the queue is correct, not the last.
2.) I understand the desire for a minimap or some sort of location, that's a good idea, but I'm not sure that can be implemented under the scope of the jam "bugfix/optimizations"
3.) Tooltips were a planned feature, time reasons once again
4.) Subtitles were also considered, but the tutorial was added in the last 2 hours of the jam.
5.) Yeah, that's a great idea, I think we planned to have some interface with the villager (if not directly, through some sort of worker hut block), but that also just suffers from "time constraint"
6.) The hardest thing is converting atoms to blocks, and stenciled unique blocks like logs and leaves were definitely the hardest to figure out -- we opted for very simple logic there, but you're right on the whole of how it should work.
R6 Now released with bugfix to builder current orders, rain spawning on reload, and increased farmer / builder movement rate for clarity.
For the chunk errors, when I looked at the console window I saw some errors about not being able to load chunks but those errors were seemingly always popping up but the actual visible chunk errors only started appearing after time passed. When I found a chunk mutated, the npc’s that were on them were still there and burnt ground was sometimes still burnt although these chunks would sometimes come with new fresh trees in locations where I had already cut down all the trees.
I hope my message did not come across as aggressive or demanding. I understand there are lots of limitations to what can be done in 2 weeks and I just tried to be as thorough as possible while explaining my experience.
I think the concept of atoms is so sick. I see a lot of interesting gameplay potential in a game where the understanding of all blocks being made of atoms becomes relevant to gameplay. If it needs to become second nature for players to understand atoms and incorporate that understanding into gameplay I think it could be very cool. So maybe scratch that about showing 1 logs worth of log per unit in the inventory and embrace atoms as a unit within inventory? If you want though.
1.) One of the "could not load world/x_y.chk" is a normal message, that's the save/loader having issues. Interesting about the weird chunk errors, I will have to figure that one out because I've not yet encountered that. I've seen visibly that chunks may glitch near (0, 0) but yeah, that's odd.
No problem, I didn't consider it demanding, I just wanted to make sure I addressed every point. I really did want to expand on the simulation, and I have a lot of ideas on how to, but as of right now it would take significant change. One idea was the "saturatedness" of a block, absorbing water from rain or water flow, and that growing crops actually requires irrigation of some sort.
For the inventory stuff, I initially wanted to do the raw count but at least it didn't look good on UI so I made it look nicer, but yeah you're right on that it needs to be more clear.
Very ambitious and proud of the implementation! I ran it on Low and it looked really pretty still! The NPCs and environment was so lovely to just watch change around me. I was able to do some digging and stuff, but couldn't figure out what some of the items were for.
Great job on the game!
Thank you!
That was neat, nice and peaceful!
Thank you so much for checking out our game! Calm vibes with clear goals was what we set out to do!
I would prefer if the game didn't start with a SAW-esque intro monologue. Gave you the benefit of the doubt that nothing shady would happen; but I got a black screen and stared at it for too long for comfort; so I killed the game process via task manager.
I got spooked too badly to even play the game now; good luck on the other players; but I'm not gonna continue.
Hi! We're sorry you had that experience and now disabled the introduction via config file! It was understood that we likely needed to add more visual clarity to that cutscene, so it is now disabled by default. Thank you, and we hope you can try it now, no scary stuff, we promise!
Thank you for the update! I'm just really bad with horror, hope you understand
Known Bugs:
Optimizations Planned:
EDIT: After consulting rules, removed bi-phasic world generation, intention is to fix all bugs as fast as possible, optimizations on low priority.
EDIT 2: Reflecting `r2` changes removed from this rolling log
EDIT 3: Reflecting `r3` changes removed from this rolling log
EDIT 4&5: Reflecting `r4` changes removed from this rolling log
EDIT 6: Reflecting `r5` changes removed from this rolling log
EDIT 7: Reflecting `r6` changes removed from this rolling log