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A jam submission

SnatchedView game page

Authored by: rohit-true, Imaginary_total
Submitted by roti_true, imaginary_total — 4 hours, 59 minutes before the deadline
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Snatched's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#64.3644.364
Fun#623.2733.273
Overall#1042.9092.909
Controls#1072.8182.818
Theme#1212.7272.727
Graphics#1312.5452.545
Accessibility#1352.3642.364
Audio#1362.2732.273

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

Godot Version
4.6.2

Theme Interpretation
The more you have, the more you have to lose.

Wildcards Used

Baggage

Include an inventory system

Source
No

Discord Username(s)
roti_tru, imaginary_total

GWJ Participation Level
1

Team Size
2

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Comments

Submitted

I didn't expect to see a multiplayer game in a jam. Very ambitious. I would be impressed by this game even if it didn't have multiplayer to be honest. It just seems to be lacking some polish, it was too loud for me and there is no volume control. Also, I was confused a bit by what the bars at the bottom mean. Great entry

Submitted

Incredibly impressive to have a true online multiplayer type game in a jam! I also laughed at the (Not) bounty paper towels. In game mechanics worked alright with a few bugs here and there. Music and audio also stopped working for me after a minute or two. It is still insane that you managed to get something like this working for a game jam, very impressed!

Developer

Thank you very much. After the game jam ends, I’ll make some effort to go back and fix some of those remaining bugs if you ever chose to revisit, but more so for my own sake. I too had a great laugh when I saw the “not bounty paper towel” after my teammate made that addition.

Submitted

Played this 1v1 with my bro.  We still don't know what the Bounty towels are for other than matching the theme.  It was a close game, ended in 14 to 12.  Seems like the high ground is advantageous here since the only way you're dying is from an explosion when you're near the ground/surface.  If your opponent is in the air there isn't really a way to contest them. Explosion sfx was funny, good work

Developer

thank you for the feedback. We ran out of time before we could put some UI pop ups for letting the player know you could pick up the paper towel, and for holding “e” when your over the purple colored spills. (They give you some additional money).


I was worried the high ground would be a bit advantageous, and tried to make it so that the rpg has more of a proximity to go off when shooting near a player. (Could be increased after I played it more) maybe even reduced the height of the island, but I was having a bit too much fun jumping around on the purple jump pads.

Submitted

Building an online multiplayer game during a jam is incredibly impressive, great work! Out of curiosity, are you using Netfox/Noray or something else for the lobby system?

I don't know if it's intentional but it's genuinely hilarious that you can look up and see how much your worth above your own head!

Developer (1 edit) (+1)

I actually wasn't sure what Netfox or Noray was until I just looked them up. I did not use either. 

The way it works:

When we make merges to our main branch, we kick off a pipeline that builds two versions of the game. One for the client that gets pushed to itch.io and another image that is the server export for linux that gets stored in a registry. Whenever you go to the lobby to create a room, you're actually sending an https request to a python application that acts as a orchestrator on a cloud instance. The orchestrator sees you sent a get request and then reaches out to the registry to pull the latest image of of the server game and deploys it. Then your unique id and along with anyone you share the room code with gets assigned to that game room. Once the start button gets clicked, we send a message to that game room to start, and in return the client instance get handed off into the game room. .... in a nutshell.

I'm not sure if this is how other games do it (first game for me) but this is what I thought about implementing as soon as I realized how client server games worked when building locally for the first time. We always had to have two instances of the game running and one would act as the host and the other we test our builds on. 

Hence the bug when auto starting another game after the end of the first game you play fails, because we never told the server instance to start the game XD.

Anyways, I'm glad you enjoyed being able to look above your head and see your money. That was my partner's ingenuity and I had a great laugh about it as well.

Submitted

Thanks for sharing! I've done some multiplayer but it was using a P2P model with Noray acting as a relay which I don't believe works for web exports due to browser restrictions on UDP.

Developer(+1)

Browser restrictions was definitely pain. I had to use a domain to create a dns record and get certbot and everything on the cloud instance. Very cool when you see it working though and play with friends. I really want to reuse this method and maybe working on a longer run game dev project some day. Turns out I really enjoy doing a little game dev.

Submitted

The coins never went away after going into them so my buddy and I were just killing each other and farming off each other's gold. Fun game LOL, love the room code implementation for easy multiplayer

Submitted

infinite money glitch on player death!  i won by a lot

Developer

haha yeah, didn’t have time to fix that bug. I think it comes from if you happen to die by your own rpg, the coins can just be picked up indefinitely.

Submitted

this bug added to the fun rather than making the game unplayable since we were trying to spawnkill and take the spot for infinite money.  it did, however, make us stop cleaning up the messes with the paper towels because why do that when i can walk over that $9999 money glitch spot over and over while i wait for the opponent to parkour to me.  

Developer(+1)

haha, I’m glad. I feel like the overall game loop couldve had more flushing out, but during development I too became a bit obsessed with just parkour-ing around and shooting around. I’d love to go back and add some more polish to it, but overall it was an amazing learning experience. Glad you got to enjoy some what was there. 

Submitted

okay so yeah props for multiplayer that alone is crazyt got lobbies working and all was able to play with a friend. Thouugh sadly not much guidance on what to do at all so we kinda just shot each other all game and that was it.

Submitted

impressive, never seen an online game in a jam like this!