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A jam submission

Neon Sign Assembly LineView game page

1 or 2 Player Co-Op! Make signs and don't let your boss's parties stop you!
Submitted by RhyminGarFunkle — 7 hours, 39 minutes before the deadline
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Neon Sign Assembly Line's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#244.0594.059
Visuals#403.9413.941
Fun#683.2943.294

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

I like the graphics and presentation, but it's a shame there are no animations. The game itself was very confusing at times and a little bit of a hassle to me, but I had a good laugh :) Keep up the good work! Rated!

Submitted(+1)

This was pretty fun, though it got really hectic REALLY fast. It feels like a fair amount of difficulty, though maybe just slightly trimming the amount of stuff you have to run back and forth might make it feel a lot better. I was really impressed by the design, it was polished and felt exceptionally well made. Definitely one of the more impressive games from this jam that I’ve played - nice visuals, satisfying sounds, cohesive mechanics, and some fun personality. Great work!

Submitted(+1)

Cool game! Gameplay was nice even though it was a pretty hard  right from the start. Maybe make it a bit slower, at least in the beginning.    The tutorial dialog was funny^^ Nice job :)

Submitted(+1)

Cool game, dynamic, with beautiful graphics!

Good luck in development =)

Submitted (3 edits) (+1)

Wow, did you really make this all with assets, music, and gameplay in just ~two weeks?! It's quite polished! How long have you been working on GM games?!

The simple arrows plus spacebar mechanics are WONDERFUL! This is probably the game that I enjoyed the most so far in the sense of the ease of understanding how to interact with everything. Very intuitive for me. 

Haven't tried co-op, but I take it it would be much easier to  handle, because the conveyor just moves way too fast to be able to move from one side of the room to the other. It is like an action-memory game. I seriously just started throwing stuff on the ground to keep it from going out! 

I think it would work just as well without the rat and if the blueprints didn't move and were just on a separate table.  I have a hard time at the corners (i.e. standing around with an item waiting for two turns to get the blueprint out of the corner) and timing it correctly to put the item on the blueprint, but maybe that's what you want.

Otherwise, the tutorial was great! And the boss's sarcasm is super funny!

Either the game balance needs better tweaking, or if you like it this way, I'm just bad at it! Haha. Still quite fun and interesting. Is this how they really make neon signs?! If so, I learned something new!

Developer (1 edit)

Thanks so much! It was actually all made in about 3 days, 5-8 hours per day, I didn't hear about this jam until I got an email the Thursday before the deadline. I've been using Gamemaker for nearly twenty years, since I was a little kid. Sprites were done in Aseprite with minor tweaks in the GM image editor, and music was mostly Bitwig.

I'm glad you liked it! It's clear it was way too difficult, at least in the early stages. I had this weird idea that the conveyor speed needed to be locked to tempo but I don't think it made a difference. The idea with rats is that it would cause you to sometimes drop stuff in the middle of the floor, so there would be areas that were impassible but still easily avoided until cleaned up, adding an extra little wrinkle, but it was clearly all just too much too fast. If I moved forward with this project I'd tweak that first - slow down the conveyor, give more empty spaces between parts, make rats less frequent (at least until the player shipped a certain number of signs and the difficulty bumped up - difficulty bumps now at shipping 3, 8, 14, and 20 signs but it seems right now the start difficulty is too high to notice!)

Inaccessible corners are an unfortunate byproduct of having corners at all, there's no non-awkward way of getting to them. I considered a couple solutions, making the corner bigger than the other conveyor spaces or analyzing inputs to try to guess which of the three spaces the player wanted, and in the end just went with making them inaccessible for the jam.

Blueprints though, I'd keep moving. I like that they basically have a time limit, but the player can get more time if they take a second or two away from doing something else, and that that task is the same thing they've been doing the whole time - moving items around on the conveyor belt.

Thanks again for playing! If you can play with someone else I'd recommend it, it's (in my VERY biased opinion) lots of fun and significantly easier. It becomes a game of communication between the two players, asking what parts they need or which blueprint this tube goes to. If I'm fortunate enough to win one of the prizes (doubtful, there are some fantastic entries, yours among them!) I plan to take a few months to really polish this up and release it as a Switch game, since the co-op works so well (again, IMO)

EDIT: Also, this it NOTHING like the actual process for making neon signs. For that I'd recommend another really good entry, Lam's Untitled Neon.

Submitted (2 edits) (+2)

WOW, it's definitely Switch material! I want to play it with my husband :D. It's just that our controller setup isn't really good at the moment. A co-op game is WONDERFUL. There aren't that many of them that really have this level of non-violent cooperation, so I look forward to the balance tweak! 

Wow, 20 years! I didn't even realize GM was that old! Your ability to create all that in 3 work days is astounding! I hope that I can get that good someday! I do some low-level programming for a living, but I'm new to gamemaking, so the graphics and sounds are my weakest area. Our game definitely wouldn't have been as good if it weren't BOTH my husband and me, so you doing it solo is definitely amazing!

Yeah, I can't really think of how to deal with the corners other than to make them curved looking and when you have an access to the analog stick, use that. Or speed through the corners; like it just shoots it around the corner, so nothing is ever in a corner during the "still" time (like have a accelerated tile). It could also just be left there as a strategy element, once the rest of it becomes a little more balanced.

(+1)

Cute little game, and like in mine, mechanics or repairmen (OK, or assembly line workers) get a role!

You could have a full-blown game of it

It reminds me of Tapper, from C 64.  

(The neon drawings, well, I know this time they were necessary to be presented.)

Submitted(+1)

Wow, super polished looking game! And a really cool interpretation of the theme!

Submitted(+1)

This was a great concept! I loved the tutorial! My only suggestion: There are WAY too many steps involved and the conveyer moves much too fast. Especially considering the machine takes a good second to make the neon tube, I only managed to get 1 good one shipped out. 

Overall the graphics are really well done, the music spot on, and the overall execution is very good, making for an extremely polished experience! I enjoyed it, It just needs the difficulty tweaked a bit. :P

Developer(+1)

Thanks so much for the feedback! Difficulty is always hard to get right in jams, what with nobody testing except me and my partner, and it's compounded by my own tendency to err on the side of too difficult. My goal was for everything to be a little hectic - the machine takes just enough time that you can squeeze in another task while it's running, but by then you might have forgotten which blueprint the tube goes to - but only shipping one sign is definitely too hard!

Submitted(+1)

well my issue was I kept getting orange triangles, so when I went to get the last tube, I was already holding a tube and just broke them both somehow. Haha. And yeah, jam difficulty is always tricky. I had the same problem with my game. Haha

Developer(+1)

Ha, yeah, I'm definitely regretting just randomly picking a color each time, instead of pulling from a shuffled deck of colors that never has too many of one. Two of the same color in a row is a little hectic, five in a row is just impossible :(

Submitted

It's all good! I still had fun! I loved the overall vibe of the game! That just comes with the 'jam' territory. haha. So much to focus on in such little time!

Submitted(+1)

I liked it, the visuals are great and the concept is really well executed, it's much harder than it looks. Congrats!!

Submitted(+1)

I'm not very good at this job, haha!! I tripped over so many rats xD Really neat game!! The graphics are really cute!! Well done!!

Submitted(+1)

Wow, that got frantic really fast! The game seems simple at first, but it is really easy to lose track of what each blueprint requires once you start trying to work on more than one at a time. I had some difficulty switching targets if I was standing in the corner of the conveyor belts, but other than that the gameplay felt responsive.

Submitted(+1)

Really adored the dialogue and the art style. Made for a game with a lot of personality. The dances were fun too I loved seeing the lights I made dance across the screen, made me feel like my actions mattered in the game. Guess I'll probably be getting pizza parties instead of a raise for my work though. Those are a fine alternative to good work conditions. Had some issues with keeping track of the blueprints. Though I think that memory thing is a feature of the gameplay. Personally, found it a bit distracting. For some frantic games like overcooked, I think a visual indicator of what you have going on keeps the pacing exciting as you don't have to hover over every dish to see where you are at. Your dialogue was funny and think the gameplay has a good foundation. Visuals really made it a treat! Appreciated the tutorial as well. 

Developer(+1)

Thanks so much for the detailed feedback! Yeah, the blueprint thing was an intentional choice, but it probably got a bit too frantic in the end. It can be hard to tell in jams like this, when you end up playing so much more than anyone else will with little or no outside testing and end up with a skewed perspective of the experience. Thanks again!