Hiya, the musician took the soundtrack down at some point. If you want a copy of the soundtrack, you can email or Twitter DM me to get a copy. Sorry for the inconvenience!
Auroriax (Tom H.)
Recent community posts
VVVVVV was indeed a huge inspiration for me back when I made this game—not only for its gameplay, but it was also the first time I saw a game that was made mostly by one person, and that's really what helped me get motivated to learn game development! If you're interested, at one point I made a collection with all of the games that (more or less) inspired Mobility: https://itch.io/c/283975/if-you-liked-mobility
Hey, sorry for the late reply! The soundtrack used to be there, but it was removed at some point. I haven't talked to the musician for Mobility for quite a while, but I'll do so soon because this is still the most common question I get about the game! In the meanwhile, you can email or Twitter DM me to get a copy. Sorry for the inconvenience!
I've just tried to reproduce this, but it installs and runs properly on my Windows machine using a freshly created sandbox account. Issues with the sandbox are likely out of my hands, sadly. If you'd like to see this issue resolved, do consider filing a bug in the itch app, so their dev team can take a look at it. Hope that helps!
This is not possible in-game, and the game is short enough that you could just replay it for a bit. There is a hacky workaround, though! If you follow these steps and reply with the resulting string of text, I can provide a PC save file for you.
1) Open the game on the site where you played it.
2) Open the developer tools (in most browsers you do this with F12).
3) Open the "Storage" tools.
4) Go to Local Storage. If you've opened the game on itch, you should see a domain ending in hwcdn.net, select that.
5) In the list, find the key that ends with "Mobility_Save_1.ini" (or _2 or _3 depending on which save slots you used). Double click on the value for that key. Press Ctrl+A to select all text, then Ctrl+C to copy it. See image for an example in Firefox.
Here's an example of how the extracted text should look.
Sorry that this is not more convenient. Let me know if you have any questions!
The game I've been working on for the past year and a half has now been released!
Fake Illusions adds gameplay to a number of optical illusions, by introducing a "cheating" illusion that's actually longer or smaller. Sometimes distractions are thrown into the mix as well. There are ten different illusions (with more in development!), 50+ levels, and I designed the game to be very accessible. It's easy to play together behind the same screen, and you can save your favorite puzzles as GIFs after solving!
If you want to see more of this game, check out some GIFs. Want more? The @FakeIllusionBot shares a puzzle from the game daily.
This is actually intended, since I wanted people to be able to change the save data for accessibility reasons. Besides, even if I encrypted the data, I expect people who really want to break into it would do so regardless! 👨💻
Thanks everyone for reporting this! To properly fix it, I'll probably need to update the game engine to the latest version. It could still take some time before I get around to properly fixing this issue, but I'll look into this sooner or later (and like you noted, you can use the browser version as well).
Touch control sounds like a good suggestion that would make the game more accessible. I'll look into it!
I've thought about revealing the source code, but the main problem is that you'd need to own Game Maker and deal with my spaghetti code. So I'd rather do a sequel with a proper level editor instead (featuring a user-friendly interface, and support for easily sharing levels). But I'm not really sure if & when that will happen, my other projects have priority at the moment. Sorry!
Thank you for playing, and your feedback! The <spoiler> was definitely a late addition that I couldn't flesh out fully, but I might revisit the entire game at some point to add more puzzles. 😊
Thanks for playing! I do agree that the game doesn't explain all of its rules clearly yet, so I might make an update after 7DRL judging is over to clarify some bits. So thanks for the feedback!
I have done pretty much everything I wanted to do in my list from the last post:
- The economy is now a bit smarter in general. For example, if a station has 8 connections, Fluid prices will be a round value between 10 and 20 chosen at random, but if such a station only has two connection, the random range becomes 12-20. In this way, there is a slightly higher chance that interesting places to sell stuff are near the edge of the map, without completely excluding the possibility that a high-ranking station pops up in the middle of the city.
- If you hold the right mouse button on top of the project title in the bottom left corner, you'll be presented with a list of all shortcuts you can use. I also added some extra cheats to increase the time limit, or get one of each item. I even added one where you can replace the "YOU" text on the map with an @.
- I really liked the solution I used for last year's entry, where if the player gets a game over, the game takes a snapshot of the current game screen, and use that in a new room using the screenshot as the background.
- The net value chart appears both in the net value tooltip, as well as in this really huge variant in the end of game screen:
But that's not all!
- I've added that you can place up to 20 pins with the right mouse button. I really wanted players to be able to mark interesting locations on the map, and this was the thing I could quickly implement to allow that. So far it's been pretty useful!
- I have added the little pie charts that show how high the relative price of an item is to the shop UI as well. I hope it's not too confusing for new players, but once you know what you're doing, these are the easiest way to check if buying that item is worth it or not.
- I added a mode where you can see what the net value for your all stations. Meaning that, if you would travel to that station with your current inventory, you would get that amount of money if you sell everything you have there. This is the easiest way to see where you can make a huge profit, provided you've already explored most of the network. Simillarilty, there's a mode that shows the total item stock for all stations as well.
- I ended up balancing quite a bit, and ended up decreasing the amount of money you need to make to 3499, and increase the frequency of trains so they ride more often. Stations also kept generating outside of the screen and under the UI, so I reduced the maximum grid side, and ended up decreasing the amount of stations to still make the map feel like a metro line. I feel the current balance does put you under pressure, while it does feel very fair to play, although the random generation of the economy still has a tiny bit too much influence on the difficulty of the game.
Overall I think this is a good step up from my last entry Hexagone, and both games really compliment each other.
In Hexagone, I didn't want to use words and keep the gameplay simple, to make it easy to learn how to play. For Suburbion, I really liked having to design the UI in such a way that it helps players make their tactical decisions as frictionlessly as possible, and I think I've succeeded doing that in almost every area. But it doesn't explain itself as well as Hexagone does for first-time players, except for the blinking "Buy something!" text so players won't go in completely clueless. That places these games at opposite sides of the spectrum, and I'm really curious what effect this distinction will have on my game's ranking this year.
While I have a bit more thoughts on this, I've already written too much this week, so I'm going to wrap it up here. Please, don't forget that you can play the game now. Thank you for reading, and enjoy the rest of 7DRL 2020!
I added some decoration lines in the background, they have very low alpha to I hope players will understand that these are just for decoration.
And I managed to finalize most of the game's UI yesterday:
Compared to the last screenshots, there's a bit more clarity and consistency overall. I wanted to have it a little more complex than this, but I finally think it's expansive enough to help players make meaningful decisions about playing the game tactically.
I also added some music and sounds to the game in almost the exact same way as in my entry from last year. I even used music from the same artist (Meydän)!
The final stuff I want to fix before finishing the game:
- Make economy smarter (price value based on multiple variables)
- Make a way to reveal/unlock cheats
- Enforce lose and victory condition
- Add net value charts (a stretch goal, but I also had some graphs in last year's entry, so it shouldn't be too hard)
I really like how the game has been shaking up so far, so I hope I can make these final touches happen before I run out of time.
It's been a while since I posted, but I've made progress!
I've implemented the basics of selling and buying on day 4:
On day 4, I also added that you have to reveal the network gradually while you play, so you start mostly blind:
After that, I've mostly been focusing on some much needed UI tweaks. To begin, tooltips show how much the value of a certain items differ from your current station:
And then I got the shop UI in order:
I still want to tweak it a little bit, but it should already be a lot more clear what you can do and how you can do it.
Another thing I added is the ability to compare the value of a single item over multiple stations:
Which should be super useful for players who've already explored the majority of the map.
Right now I still need to get the economy of the game in order to make it fun to play. The goal of the game was first set at 10.000 euro, but my brother pointed out that there's not enough money in the economy to achieve that goal, even if you play with unlimited time! So my next priority is to make that more balanced, and also redesign the trading UI a bit to make it more obvious what's happening there.
I cleaned up the UI again, hopefully making it clearer what the numbers on the connections are supposed to mean.
I spent some time to implement functionality allowing you to walk across the map. You don't see it in the GIF, but they also calculate traveling time correctly. And you need to hold the mouse button for a short while to confirm traveling there.
And I implemented that items exist! Currently there are six items, each with their own price range. The items all have kinda vague names to make it slightly mysterious (What are bulbs? Flower bulbs? Light bulbs?). For each station, a random value within that price range is chosen, so different stations buy and sell products at different prices. I also added that nodes track if they've been visited, and if they are, they reveal pricing information in the tooltip, even if you're not on that station.
Taking all that together, here's how the game looks now:
Next up, I'm going to implement that players can buy and sell items at stations, as well as easily compare prices of items between the different stations. At that point, most of the core gameplay will be implemented, after which I hope to focus on polishing and making some kind of onboarding. Something else I'm thinking is about is adding curation to the level generator, to generate a couple of worlds and picking out the most interesting one based on a couple of rules. I hope I can finish this game by the end of the jam!
Day 2, a couple of new things! The game now generates connections between nodes. For a connection to be created, two stations need to be in a straight vertical, horizontal, or diagonal line, no matter how much the lines are away.
At this point it was getting a bit messy (for example, the "travel time" numbers clutter up the diagram a lot), so I spent some time cleaning up how the diagram looks, and add some rules to prevent too many connections from generating in busy spots.
Now the connection information will only appear on nodes you hover over with the cursor (although the tooltip is blocking some of that information currently, need to look at how to resolve that). Today's end result is this:
Finally, I made sure you can pass the time and have all lines indicate when the next train leaves (the upper number) as well as how frequently this train leaves (e.g. this train leaves every X minutes). It is still a bit cluttered, so I'm gonna look into how to present this nicely.
The player is now also on the grid, and my next priority is to have the player move around on the grid, and have that influence time properly. After that, I can start on the trading bit of the game!
Hiya! I participated in 7DRL last year and made a game that I later renamed Hexagone. My intention is to complete the 7DRL challenge this year as well with a significantly different game!
Here's a short bit of narrative background for the game:
In 2050, all means of traffic (except public transportation) have been outlawed, including cargo vehicles. Nowadays, many traders board the subway every day to travel across the urban area, buying low and selling high, to make ends meet. You need to pay your debt today: can you multiply your investment simply by toying with supply and demand?
Two important bits there: the player moves by traveling through a subway network (keeping track of timetables and the railway planning), and can buy and sell stuff on stations (buying low and selling elsewhere at a profit). I worked on the first bit today!
Here's my initial concept of how I want the map to be generated before the game starts:
1) Make nodes on a grid. Each new node must be either perpendicularly or diagonally adjacent to another node, preferably more.
2) For each node, determine location name and blurb.
3) Create routes that connect nodes.
4) For each node, determine item prices (slightly based on nodes surrounding it) & amount of stock for each item (around 20 of them).
5) For each line, determine frequency (mostly around 30 min but between 10 and 60 minutes) and travel time (between 5 and 20 minutes.)
6) Put player with some supplies and some money on a node that has at least two connections.
This is how it generates maps: it keeps track of what tiles are on the "border" of the map (the tiles in black), picks one square at random (in this image it becomes sort of a rounded rectangle), and then adds any new parts of the border.
Then I added a generator for random station names, so you can distinguish them by more than just their location. I kind of designed the names to sound like neo-Dutch, sci-fi sounding terms with typically Dutch word parts mixed in. It generates some super silly stuff ("Nadu-dyke", "Yunnuijs" and "Ninduloft", to name a few) and I kinda love it! In a similar vein, I also made a subtitle generator to describe the environment or points of interest near the station. This is less silly and acts more as randomized world-building, describing places as "Bridge-connected jungle" and "Underwater Library". Finally, I added tooltips to display this info! Here's the result:
(The font is Cooper Hewitt!)
The next problem is that I need to connect the nodes in a way that makes sense. That's the next problem that I'm going to tackle. I hope my scope isn't going to be a problem, I'm going to end up with a slightly more complex game than last year, so I need to be careful.
Good luck if you're also participating this year!
Thanks for the praise, and thanks for bringing my attention to the fact that the Linux build is getting outdated. Sadly, I'm really busy at the moment so it could take a while before I can properly fix this. I've updated the install instructions to warn users for this issue. Thanks for reporting!