Interesting idea for the Jam. And found it engaining once I play more and more.
Great use of the limitation too.
Congrats
Criteria | Rank | Score* | Raw Score |
Concept | #22 | 3.818 | 3.818 |
Presentation | #32 | 3.636 | 3.636 |
Overall | #41 | 3.432 | 3.432 |
Use of the Limitation | #64 | 3.545 | 3.545 |
Enjoyment | #86 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Jason R. Surratt, Taylor Pridgen
Software used
Unity
Use of the limitation
We are using a post processing filter to dither the rendered colors, shadows and lights into 5 specific colors.
Cookies eaten
Sadly, none.
This feels more like a toy than a game - and that's not a bad thing. I really like this, and how it compares your design to CPUs over history. Super nice vibes - great work.
A very clever idea. I love tile-based games, and this is certainly an original twist. Also, very nice color palette. Controls are responsive.
One issue: it is not clear what the different connections mean when looking at a hex. This should be communicated clearly so that we know instantly what tradeoffs we are making when we add that hex (e.g., processing power, cooling).
Also, the text when you mouse over a component is too small to read comfortably, and none of the words stand out. In addition to making all the text bigger, it would have been nice to bold or color certain words that are particularly significant.
Finally, the game eventually stopped letting me add components, but there was no message to let me know that the game was over. I don't know what I did to bring the game to a conclusion.
Really cool looking game and interesting idea. A little confusing though overall.
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