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Laugh Clinic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the theme | #3 | 4.400 | 4.400 |
Innovation | #4 | 3.600 | 3.600 |
Gameplay | #7 | 3.200 | 3.200 |
Well-rounded | #11 | 3.200 | 3.200 |
Completion | #16 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Details
Marco Evangelisti - Coder, Game Designer, 3D designer, web searcher, one freaking man army!
How To Play
Patients will flock in the clinic and you will have to go to them once they're in bed and cure them
WASD - Move
Spacebar - Cure (keep it pressed!)
Install Instructions
Extract the ZIP file and run "GGJ24.exe"
GDL DIversifiers
Portfolio Power - Your game is built to power up to portfolios of everyone involved
Purpose of Play - Your game is built just to be fun!
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Comments
For a single-person effort, this is an impressive result (especially with those 3d models and audio!)
The concept suits the theme well, the game appears to work without bugs (although I didn’t realize at first that I was meant to hold space and not spam space or something), and it’s a rather good proof-of-concept.
Still, I suppose the game could still use a lose condition/score system/HUD, perhaps the ‘curing’ process should be a bit more skill-based (perhaps giving the player a sequence of button prompts, allowing skilled players to cure patients potentially very quickly - in turn allowing the game to become a lot more fast-paced due to the greatly reduced minimum length of time needed to cure a single patient), and I’m not entirely sure if the ‘two wards either side of a corridor and you can’t see both at once so there’s no real way of knowing if someone’s waiting in the other ward’ is a good idea or not (tbf I didn’t realize about the lower ward until I was several minutes into the game. not sure if the best solution would be to stick to one ward room, or just add some sort of UI to indicate that there’s people waiting in the other waiting room (and keep the whole ‘running between rooms to treat patients far away from each other’ stuff)).
Despite that, pretty good game overall, I’d say :)
Oh my God, thank you so much!
Well, I had a lot of plans when I jotted down the idea in my mind but, considering the time left, the weariness I got after two days... well, I was "lucky" enough fixing the bugs to release at least this version.
Next week, me and a colleague who was supposed to join me at the GGJ, are going to brainstorm about it and will update the game in the forthcoming weeks.
Your advice will be taken into account and more. Here's some features that didn't make it into the game (yet):
What can I say? Stay tuned and thank you again for the good advice and the compliments
👀👀👀
ooh, interesting ideas. I really like the sound of the first two points.
With the third point - I guess that having some sort of endless/score attack mode (3 failures = game over? steadily draining ‘funding’ meter that fills up a bit when you successfully heal someone but takes a massive hit when you fail someone and lose all funding = game over?) might be worth considering as well - probably easier to get up and running and tweak later on.
The potentially endless corridor sounds like an interesting idea as well - but I could very easily see it reaching the point where it’s physically impossible for the player to traverse between rooms fast enough to cure patients. Then again, I could kinda see it working if there was some sort of ‘hiring more staff to help out’ system (which could work with the day system, allowing the player to hire more staff and potentially give them patrol routes(?)/assign them to wards between days, to make it a bit more feasible to keep up, but still requiring the player to actively do the thing and keep up with everything)
Either way, 👀👀👀👀👀👀👀