I haven't really played with this particular cellular automation, so this was fun to explore
actuallyalys <3
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I haven't actually tried to make a LÖVE engine game resizeable. Pretty sure it's possible, but not sure how easy it would be.
The space thing is left over from the prior game I borrowed code from, which might mean it's a bug in that too.
Glad you liked the job descriptions. Writing them was a lot of fun.
No, unfortunately, I am not a pixel artist. The sprites are by Jessie Munguia, LuizMelo, and Dreamir here on Itch and free for everyone to use.
Overall, a neat game with a lot of nice touches to contribute to feeling like you're in front of a terminal of that era. The server meltdown effects are great.
I did find it a little demoralizing how many points you lose or making a mistake relative to how many you get for successfully allowing people in. Maybe those could be brought a little closer together?
I enjoyed hooking everything up, even though it's a prototype with no real goals yet. Th UI was solid, even in weird cases where a bunch of lines overlapped. Very occasionally I wouldn't be able to connect as expected. I realized after seeing the screenshots that the intention is to use the dots, talldots, and flatdots to keep it tidy, but it's good that it's still usable when the wiring is messy.
If you scale this up, I think you might have to introduce some transparency if there's a lot of overlapping connections, but as it is, it works really well.

I liked the music! I agree with the other commenters—the linked health has a lot of potential. I also liked the stone platform sprites.
Little things I think you could fix pretty easily: the connection seems to linger after you kill linked enemies, there's no indicator of the player's health that I could see, it did seem like it wouldn't fire whip properly occasionally (that could have been me), and I think the main player sprite would look more natural if it had arms. I think tweaking the controls to improve handling would help a lot as well.
I really like this visual style! (Also nice to see Fennel games.) I was a little confused as to what I was supposed to be doing when I was just greeting fish, but maybe the mystery is better for the mood? I found the difficulty was a bit too high at the very beginning when I was just learning the controls, but overall, a really tight game, especially for a jam!
Thanks for the feedback and ideas! I ending up spending most of my time implementing the basic mechanics and so actually shaping those mechanics into a steadily progressing and rewarding challenge fell by the wayside. I originally wanted the rocks to roll down the hill, which would give you some warning, but getting the physics right for that seemed impractical for the time.
This pack is very nice! I used it in my (in-progress) game: https://actuallyalys.itch.io/isometric-park-working-title






