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A jam submission

Power SauceView game page

"Tomato" or "Tomato"? However you pronounce it, when you get behind you better... ketchup! A 64 player Godot game?!
Submitted by rancidbacon (@rancidbacon)
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Power Sauce's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#822.9583.455
Overall#1691.9462.273
Theme#1711.6351.909
Gameplay#1711.6351.909
Artistic#1751.7912.091
Design#1791.7132.000

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Developer

I have now uploaded "Power Sauce" version v0.1.2 which is a post-deadline modified version which (partially) fixes host migration (when original host leaves) enough that tomatoes can still be picked up. (Unfortunately scores will be reset to zero, which was unintended but only noticed after upload, and is still better than previous bug.)

If you're planning to submit a rating, please play v0.1.0 first and only play v0.1.2 after you've played v0.1.0 & submitted your rating (in the interest of fairness & rule-following).

Thanks for playing!

Developer

Thanks to everyone that's tried out "Power Sauce" so far, I really appreciate you doing so, 'cos I know it's more of a hassle to have to download a binary & finding people to play multiplayer simultaneously is more challenging.


In order to enable you to have more of the intended experience I have now uploaded "Power Sauce" version v0.1.1 which is a post-deadline modified version which adds in... tomato re-spawning! :D Which will hopefully encourage people to stick around a little longer.

If you're planning to submit a rating, please play v0.1.0 first and only play v0.1.1 after you've played v0.1.0 & submitted your rating (in the interest of fairness & rule-following).

The new version has a couple of other fixes but the other Known Issues remain present for the moment as I just wanted to get the tomatoes out the door for now! :)

Thanks for playing!

Submitted(+1)

5 to Technical without any questions. A Multiplayer game, nicely done! Unfortunately I was alone, but I think I understood the concept. The controls were a little trick at first (I think because there are no transitions when you turn), but when I got the movement mechanic I ate all the tomatoes! (almost, the last one couldn't be eaten even though I passed through it a couple times). Great entry! By the way, yesterday you had problems running my game on Firefox, so I uploaded a Windows and Linux version of my game if you want to try it :-)

Submitted(+1)

This is so cool that you made this multi player! That is so hard and I wish I could give you a 6/5 on technical!!! Really really great!! I would love to have some of us meet to play in your game! 🥰

Submitted(+1)

Multiplayer, even for very big jams, is always a risk. If you wanted to do it lo learn multiplayer I think its a great idea, but of course not many will be able to play. Still congrats!

Developer

Thanks for trying out the game & your kind words.

If you wanted to do it lo learn multiplayer I think its a great idea, but of course not many will be able to play.

Yep, at this point there's definitely a trade-off!

One of the reasons I'm developing multiplayer games for jams is to uncover what I can improve with the underlying Epic Online Services for Godot plugin I'm developing--so part of what I'm wanting to do is eventually help other people to learn multiplayer, thus it's a trade-off I'm aware of and willing to make.

Thanks for playing!

Submitted(+2)

Very interesting idea. I could move out of the grid and I think the moving and turning could use a little tweening. Didn't see any other players at the time of playing. Cool game.

Developer (1 edit) (+1)

Thanks for trying out the game & taking the time to provide feedback!

I could move out of the grid

I'm sure you'll be as shocked as I was to realise that anyone might intentionally move beyond the visible bounds of playing arena without having those bounds enforced in some manner. Thanks for reporting this issue so I can prevent future situations where someone, such as yourself, might find themselves accidentally traveling beyond the arena bounds. :D

(Yes, a known issue--alas, not one of the ones I've yet fixed in an update--but appreciate the report!)

I think the moving and turning could use a little tweening.

Yeah, definitely agree with you there. On the "To Do" list but alas didn't make it to the top before deadline.

Thanks for playing!

P.S. Hope y'all had a fun time making your Rat Hamster game. :D

Submitted(+1)

very unique experience! 

I could not get into a group with anyone, so I pretended i was and tried to collect all the tomatoes as fast as i could! i enjoyed the blazing fast 1 frame per button press action! it's also nice to see another game themed around enjoyed healthy snacks :)

I wonder if we could convince at least a few people to all play at the same time and see what it's like to play with more than one person?

I sense a tomato seed of future potential in this concept!

Developer(+1)

Thanks for trying out the game and leaving feedback on your experience, I appreciate it!

I could not get into a group with anyone, so I pretended i was and tried to collect all the tomatoes as fast as i could!

I appreciate your dedication to simulating the full game play experience! :D

 i enjoyed the blazing fast 1 frame per button press action! it's also nice to see another game themed around enjoyed healthy snacks :)

I'll admit I hadn't considered emphasizing those aspects in my marketing, so it's good to learn they can be appealing features. :)

I wonder if we could convince at least a few people to all play at the same time and see what it's like to play with more than one person?

Yeah, I do wonder what the best way might be to achieve that. I had been intending to keep myself logged in where possible so that there would be at least one other player; but the lack of tomato respawn, host migration bug & lack of player join indicator meant that couldn't really happen. (I've uploaded a couple of updated versions to at least improve the situation with the first two issues.)

Thanks again for playing & sharing your thoughts!

Submitted(+1)

Nice looking tomatoes.

Movement is confusing, as you turn around instantly it took me a while to understand what was happening, and I was able to go off the board.

Also in one play the character turned to look at the camera, so I was moving with the controls backwards.

Besides from that, I think making an online-only multiplayer game for a Jam was not the best decision.

When I played it found a lobby, but it was only one player there and not moving, so I collected the tomatoes, and then nothing happened (but you already have this in you known bugs list).

I closed and reopened the game, hoping to start a new game, but it put me in the same lobby, with no tomatoes, and even with my same score. Not sure if intended or not, but just so you know.

Congrats on daring to choose to make a multiplayer game and delivering, and I bet you learned a lot.

Developer(+1)

It was you! :D

Thanks so much for trying out "Power Sauce" & leaving a detailed comment!

Story time

So, funny story, I was sitting in the lobby watching the tomatoes & took a screen shot (this one: https://twitter.com/RancidBacon/status/1465843029776891905) and then left the (physical) room & when I came back all the tomatoes were just gone! :D I'd missed the first person to play my game, hilarious! :)

And, then, when I was trying to take a screenshot of the empty arena cos it was such a funny sight to come back to, someone (you, again!) appeared, and I was halfway through trying to screenshot (was using a weird keyboard controller on a different machine) and also, kinda wasn't quick enough to think to start moving so you'd know I was live! :)

So, it's really great to see your comment here & know that the first player is no longer a mystery! :) Sorry I wasn't around to interact more.

Thanks again for trying the game out & the feedback, I appreciate you taking the time.

Comments

Here's some comments on the topics you raised:

> Nice looking tomatoes.

Thanks! Pretty good for two Godot mesh instances, a sphere & a cylinder, I thought. :)

> Movement is confusing, as you turn around instantly it took me a while to understand what was happening

Yeah, fair comment, I did have plans to animate the movement so it was more obvious what was happening...but it's still on the "to do" list. (At least I listed the controls this time! :) )

> I was able to go off the board

Yep, that one's a known issue, or the most boring episode of "Boundary Break" ever. :D It too is on the list but when I was attempting to prioritize things I figured (perhaps oddly) that it was probably better to focus more on getting to some "playability" first.

> Also in one play the character turned to look at the camera, so I was moving with the controls backwards.

Hmm, not sure about that one... It's possible two players were overlapping on the same tile? (Which is a thing. :D )

> I think making an online-only multiplayer game for a Jam was not the best decision

Oh, you're right, it's a *terrible* decision currently :D but... I really want to change that. :) The underlying Godot plugin that integrates with Epic Online Services for the multiplayer functionality is something I've developed & I'd really like to get it to a point where people can do Jam level multiplayer games.

But... it's not there yet. (As the string of "almost multiplayer" jam entries listed on https://rancidbacon.itch.io can attest! :) )

However "Power Sauce" is actually the first one I've managed to get to a state where someone could actually join & "play"--and you did! :D

I was so close to actually having the full cycle of at least "pick up tomato & another one appears, race everybody to get it" but I didn't quite make it cos I had to prioritize some boring "real world" stuff instead.

And while my theoretical goal for this jam was to achieve 64 people in one arena, this is the first time I've had anyone I didn't know try out one of my multiplayer Jam entries (as far as I can remember) so even having 1 more player was great! :)

(Seriously, it was a highlight of my day. :) )

So, yes, by any reasonable standard multiplayer jam games are not the best decision & I appreciate you caring enough to provide that advice as feedback. But rest assured I did start down the path to this fool's errand with my eyes open & am in fact very happy with this as an outcome. :)

> I closed and reopened the game, hoping to start a new game, but it put me in the same lobby, with no tomatoes, and even with my same score. Not sure if intended or not, but just so you know.

Thanks for describing in detail what happened, appreciate you taking the time to do so. And, yeah, that's known behaviour. It's a consequence of me "doing the simplest thing that worked" as a first step--so it always just joins the first non-full lobby & oddly enough there's not very many full ones. :)

It kept your score because even though you don't actually create an account, there is a token automatically created when you first login, so it can tell it's you again when you log back in. (What's kinda interesting is that Epic actually provides a way to let people start with an automatic account & then turn it into a full account, keeping progress, but I've not done that.)

> Congrats on daring to choose to make a multiplayer game and delivering, and I bet you learned a lot.

Thanks, I really appreciate that acknowledgement! :)

Funnily enough the biggest step forward for me with this jam has probably been that I managed to get something in 3D that actually looked okay in terms of lighting & aesthetic.

But also I got almost the required MVP functionality which has helped clarify a bit an architecture that will hopefully make next time easier & quicker--after all there's still more Jams to come this year! :D

Wrapping up with thanks

Once again, thanks so much for playing & writing such a great comment about your experience (& reading this far :) ) and your encouragement. It is very appreciated.

Hope your jam went well & you have fun playing whatever is next on your list.

(Oh, which suddenly makes me wonder, was there any reason in particular why you decided to try out "Power Sauce" when you did?)

Jam on! :)

 
Submitted(+1)

was there any reason in particular why you decided to try out “Power Sauce” when you did?

It showed up while sorting in “random” and a few days ago I saw a tweet from you (I think retwitted by the gogodotjam accout) talking about the game and the multiplayer aspect, so I got curious.

The underlying Godot plugin that integrates with Epic Online Services for the multiplayer functionality is something I’ve developed & I’d really like to get it to a point where people can do Jam level multiplayer games

And I did not only mention the multiplayer thing just because it is hard, it is also because in a Jam there are not many people trying out games, and the ones trying them out want to play a lot of the entries, so having to wait for a lobby might scare people away.

Maybe if it was a multiplayer focused jam it would make more sense.

In a technical aspect this is really nice, but it is hard to evaluate as you really cannot experience the full thing.

Developer(+1)

Thanks for the answer and sharing your additional thoughts, I appreciate you taking the time to do so. :)

And I did not only mention the multiplayer thing just because it is hard, it is also because in a Jam there are not many people trying out games, and the ones trying them out want to play a lot of the entries, so having to wait for a lobby might scare people away.

Yeah, that's a useful observation.

One of my motivations for working on the project is to uncover some of the barriers that indies/jammers might face during development/release & serve as disincentives in terms of experimenting with making multiplayer games (even when using no-price services).

Based on my own experience so far, some I've identified are:

  • Moderation of User Generated Content (even as simple as player names)
  • Testing of multiplayer functionality (e.g. via bots)
  • Gaining (sufficient quantity of) players

And your observation highlights a specific variant of the last item which is jam-specific, so it's useful to include that in my considerations.

Potential ways to improve the situation might be to provide, e.g., audio cues when another player joins so that it's possible to stay logged in idle but return when there's players; and/or, a more compelling single player experience that is then enhanced when another player joins.

The latter is an approach I was working toward previously in a 7 Day Roguelike entry which unfortunately didn't get as far as this entry. Another option is to intentionally provide more of an idle game experience, which was somewhat where I was aiming in the Desert Bus jam entry I was working on immediately prior to this jam, with the idea that people in that context would be okay "just sitting around". But, again, time!

Maybe if it was a multiplayer focused jam it would make more sense.

Yeah, that's a good thought.

but it is hard to evaluate as you really cannot experience the full thing.

Yeah, certainly in terms of someone who is entering jams with a rating focus (which I'm consciously not) that would be a reason to avoid a multiplayer scenario unless it was a game where more players enhanced the experience rather than being essential to the experience.

Thanks again, it's great to get another person's perspective on this topic.

Developer

Thanks for checking out my entry everyone! :)

Can we really squeeze 64 players at once into a Godot game? Let's find out!

Note: This is an online only, multiplayer game. Online features are implemented via Epic Online Services. No Epic or other account required.


I've started a list of "Known Issues" here, in the comments of the game page: https://itch.io/post/5000587