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Fragility Control's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #64 | 1.501 | 2.600 |
Originality | #68 | 1.732 | 3.000 |
Controls | #68 | 1.617 | 2.800 |
Accessibility | #69 | 1.270 | 2.200 |
Theme | #70 | 1.155 | 2.000 |
Graphics | #70 | 1.386 | 2.400 |
Overall | #70 | 1.452 | 2.514 |
Fun | #71 | 1.501 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot-v3.5.beta3
Wildcards Used
No Health Bar and Level Menu
Game Description
This is a RTS game made with Godot 3.5 beta3, to show how the NavigationServer perform.
How does your game tie into the theme?
Emitting blood particles when low health instead of GUIs and starts with exit area(red) and start area(green) to 'simulate' the main menu...
Source(s)
N/A for now
Discord Username
Ngong8
Participation Level (GWJ Only)
I think this is my second time participating GWJ.
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Comments
This is a pretty neat concept. The combat mechanics felt very realistic with the gunfire sounds and shots flying around. Appreciate the environment construction. I can see a lot of effort was put into this. Also liked the detailed texts suspended inside the game explaining the gameplay. I was able to pan the camera, but not sure if there's a way to rotate it to look in a different direction? Many times I wanted to do that in order to plan my unit movement. Pretty cool that you also thought of unit grouping and assigning keys to unit groups. You could consider making the enemy units wander around a little bit, when they are not engaged in battle. This will make it look more realistic. Overall I liked the style of the game, and think you have a promising start to build on further and make a good game.
Thanks for the feedback! For now, I can't find a proper way to rotate the camera unfortunately, as I had put the limit of how far can the camera move, rotating the camera impacts the translation in x and z axis so it can go wrong way from the map that I originally intended. This can be fixed in several different ways I think, but the implementation of basic RTS mechanism such as commanding unit(s) was my main priority.
Yes, I think I can implement some sort of "AI Controller" control and command its units behind, and there are also some of the issues I have to fix, I will update the game and share the source code after the voting is over, hopefully these issues fixing and implementation of the new idea that you brought out will take less time to do, as I have some academic stuff I need to settle first.
I'm glad that you have fun by playing the game!
The game kept crashing for me (Win11) :/ any idea why?
May I know is the game keep crashing for you when launching the game, or anything else?
sometimes on start. but it definitely crashes on restart
I think I found out why, because I re-bake the navigation mesh in run-time with the 10 seconds timer, if for some reason the re-baking process is not complete while restarting the game, it will crash.
I done like this is because I want some of the objects can be destroyed during the combat, thus I was thinking that re-baking navmesh in run-time will be a good idea to make units go through the place where it was impossible at first. Turns out this might be a bad idea. For now, I can either don't re-bake navigation mesh in run-time or made the level smaller to make it re-bake in run-time faster, when the voting session is over and I will update the game.