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Operation: Fungal Invasion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #55 | 4.243 | 4.500 |
Aesthetics | #195 | 3.653 | 3.875 |
Mechanics | #472 | 2.711 | 2.875 |
Music | #484 | 2.357 | 2.500 |
Story | #524 | 1.886 | 2.000 |
Sound | #640 | 1.650 | 1.750 |
Fun | #647 | 2.121 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
4
Did you use any existing assets? If so, list them below.
Used Rocks from Kenny Space Kit: https://www.kenney.nl/assets/space-kit
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Comments
Nice game with a good mechanics for moving the view. I came across a bug after a few turns though and the game stuck in the enemy's turn
Sorry for the late reply and thanks for replaying! Can you describe what happened during the bug?
I ended my turn and it went to the enemies turn but never returned back to my turn. I'm not sure why - maybe one of the enemies was trying to move position but got blocked.
Nice game with a good mechanics for moving the view. I came across a bug after a few turns though and the game stuck in the enemy's turn
Nice bro. Had a ton of fun! Fix a few bugs and you got a super awesome game going on!
Looks like a great project based on the gamedev.tv turn based strategy course!
Overall a clever idea and decent implementation. Some noticeable bugs with screen resolution ("busy" markers don't always cover the "end turn" button) and a bug in "skill shot" locked up the game for me. I also had a hard time knowing which units still had action points. Maybe a "next available unit" button would help with that.
The trooper models are really professional looking! How did you make those?
Hi, thanks for playing our game and dropping some feedback! As for how models were made, that's all me! I use blender as my program and had a fun time using the skin modifier to give the characters a round, cutesy look. I then added basic armor by just messing with cube objects in edit mode. Overall pretty basic tactics to character design, but left them with a fun look
oh wow, they looked better than some of the assets I've seen on the unity store. Great work!
Volume slider is an instant win in my book, but it was so laggy I couldn't play it :( Looked like it had great potential though
Thanks for trying it out! Did you just try WebGL or did you try the download version at all? We got WebGL to work but the performance isn't the best
Hey, I tried the WebGL version, I don't know if it was my browser settings or not but I basically couldn't move :(
Noted. What browser are you on? I am on Firefox and the game is working for me. I'd highly recommend playing the downloadable version of our game for the best experience!
I'm using Opera GX but I actually managed to get it working after I turned on Hardware Acceleration, extremely polished game! I'm impressed with how good it looks, but I couldn't quite figure out what to do, I managed to get to the other side in both dimensions and interacted with the capture thing but wasn't sure how to deliver it, very impressed with the art though, well done!
Ah, I can see that causing an issue.
To give more of an guide the goal is to capture the crystal and then guide it back through the portal to the delivery device. We probably should have explained that better in-game. Learning how to teach the player was easily one of my biggest struggle post jam I definitely want to add more to the game so I will do my best to solve your issue!
Hey listen, Me too my friend. My game struggles from a similar issue. We used to have a shader that could better highlight interactables but it had to be scrapped last minute since it didn't work in the build. Sucks because player's end up missing half your mechanics you spent days working on xD