Thanks for the image. Yes that left marked tile can't be folded since the selector would have to start at one of the columns the player occupies. There is a in-game rule that "you can start folding from an occupied tile". Though laser turrets/flags etc. allow it, the player occupied tiles don't. I had to skip that due to time constraints during the jam. I will fix that.
B-Deshi Dev
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You can't fold across occupied tiles. The tile the player is in is also considered occupied. However, the player can be in the middle of two tiles and both will be considered occupied. I agree that it can be a bit finicky. I'll be reworking that in future versions to make it more intuitive.
I currently have a lot of ideas for the space compression mechanic and am working on a post-jam(and perhaps even a full game). The full version will be a separate game on itch. So in order to be notified when that's released, I recommend following me on itch.
Unique concept. Had fun killing the player in various ways.
You can use the powers in the initial cutscene. Which was hilarious because I killed the player before the cutscene ended. Then I had to kill him "properly" again.
The timer text doesn't stand out. Like some other people, I assumed that the text at the top left was the timer. It took a while to realize that it was the one on the right... I think some sort of animated hourglass icon would be a better fit to represent your remaining powers.
Great job!
Cool concept!
I totally understand the lack of time for designing puzzles. I also made a puzzle game for the GMTK jam in 2020 and I really had to cut scope.
A suggestion would be to have a button to highlight interactable objects in the scene. Otherwise you have to hover your mouse over every pixel in the screen.
I think this can be expanded into a small, full game with each level being focus on some hilarious gimmick like what the golf. Would love to see a post jam version of this.
Neat take on the the theme. I like the idea of balancing resources to get gold or give out quests.
The quests currently don't seem to have a level recommendation so it's a gamble whether a traveler will succeed or not. Showing some sort of percentage of success would also help the player make proper decisions. Also, you can only interact with each traveler once. You never know what the traveler wants before you have to give it(and you may not even have the resource at that moment). I think the player should have the chance to accept or deny the request after seeing it.
I think this is a pretty solid entry with lots of chances to expand. Good job!
The art is pretty cool. I also like the idea of playing as death but protect people.
It was hard to understand whether I was attacking at all since there was no attack animation. A simple slashing animation and some juice would greatly improve the game. I would also decrease the attack cooldown. 1.8 people die every second(or so google tells me) and this version of the grim reaper seems a bit out of shape.
It took a while to understand that I was controlling the spikes/traps to kill the monster. First run I just won mashing buttons. I didn't even realize I was killing the bots with the spikes. The level continues for a bit even after the bots are killed which was confusing. I would recommend adding death animations(like the bots exploding) to indicate that they died.
Cool concept though. Can see this working well with some polish.
You're playing as a dungeon infested by pests(the enemies) that you want to get rid of. As the dungeon, you play by spawning the enemies(which are the cards). To win, you need to play cards in a way that matches the hero's sequence of actions.
I agree the game could convey this a bit better. Some players do seem to think that you're supposed to kill the player even though that results in a game over screen...
Quite a funny take on the theme. The way everything works is intuitive.
I would also recommend having some method to adjust mouse sensitivity. I've also made an FPS for a jam before and there is always a portion of players who have problem with mouse sensitivity. Just letting the player adjust the sensitivity with a keyboard button goes a long way.
Overall, good job!
Hilarious take on the theme.
think the camera perspective and controls makes it too hard to aim the lure. This could've worked with a normal 3rd person cam, Or perhaps a 2D version of this would've worked better.
Even though it's using existing assets, I think you did a pretty good job using them together. Good job!
I might make BulletSettings an inherit-able class, sure! Probably not before the jam, though, there's a ton of editor code behind it. I didn't really anticipate people wanting to add much more functionality to that side of it 😅 is there anything in particular that it doesn't do that you'd like it to do? I modelled it mostly off the particle system, though there are a few missing things (like animations and trails, etc - incredibly difficult to implement but I'll get around to it eventually...)
Understandable. Currently there is not that much I can think of outside of the line issue.
For the line, I'll make it so it has a slightly different editor when num sides is set to 2. How would you want it to behave in that case? Like, what parameters and what should change?
I think simply not having the radius act as an offset when num sides = 2 would be enough. Radius can be used to represent the length of the line. I think the particle system does it that way too.
I'm not sure what you mean here. What would you want it to do differently? The BulletManager script only handles rendering and collision, movement is done via a multithreaded Job and everything else is handled in BulletSettings.cs (the SetValues function). You're welcome to change the movement there!
I don't think you should take one person's advice here. My needs may not match others. Anyways, the setvalues function provides a sufficient interface but the function is not virtual. So any person who modifies this directly may have problems integrating when you update the package. Ideally, you'd have some base abstract class for BulletSettings that the user can inherit from to write their own BulletSettings class that's completely independent. Again, that's just my opinion.
When you say a preview for the shape, do you mean wire lines outlining the shape? It should already preview the bullets in the desired shape, right?
Yes. If the shape is set to a pentagon with some radius, it should show the pentagon. IDK if preview does this already but it gave me errors(bullets were spawning correctly in play mode though) when I tried it.
I have editor coroutine installed.
with my old object-pooled approach I only managed about 500 bullets on-screen before performance dipped below 30fps on console, which really sucks for a bullet hell game!
I mostly make stuff for pc so yeah that might've caused a bit if the bias there haha.
Got it working. Need to play with it some more but here are my thoughts from now:
- Spawning bullets along a line is problematic. I set the spawn dir to "directional" and set the "num sides" to 2 to simulate a line. But radius expands the line/edge length(bigger polygon) and the offset from the center of the bullet manager(since it spawns along edges). This results in appropriate behavior for a polygonal shape but not for a line. So there should be someway to specify a line shape separately.
- Would appreciate a gizmo preview for the shape when the bullet manager is selected. Kind of hard to visualize otherwise. The above issue with spawning on a line took longer to understand because of that.
- The bullet controller is sufficient for jam needs but most people may want to add their own bullet controllers.
- Rendering the bullets without using gameobjects is a good, performant approach. I haven't run into performance issues(yet) in my plain ol' pooled bullet setup but this'd surely save a lot of time when I need that many bullets on screen. I would totally buy this if I could integrate just the rendering and collision features with my own bullet movement controller.
I found this to be helpful for figuring out how to design patterns. Especially part 4.
https://sparen.github.io/ph3tutorials/ddsg0.html
I also second all of jason-indie's advice.
Q. I can’t solve this puzzle. Help!?
Ans: Try out different things no matter how bizarre it may seem. Most of the time, you just need to learn how the mechanics work by experimenting.
If you’re truly stuck, feel free to post on the forums.
Q. How long is the game?
Ans: Depends on how much time you need to solve the puzzles. Generally around 2.5 hours if you want to experience everything.
Q. How many endings are there?
Ans: 3.
Q. I'm missing the 3rd ending. How do I get it?
Ans:
Spoilers:
Options->Extra->Clear Story Data. This removes the game’s records of what files you’ve read.
Then go to the core. You don’t have to redo the levels this way.
Q. What about the other endings?
Ans: Keep playing.
Q. Which languages is the game currently available in?
Ans: English, Japanese.Q. What about X language?
A: If enough people ask for it, then we’ll add it. Additionally, we’re especially interested in translating the game in Bangla.
There is also an in-game form you can access after completing the game. We regularly go through responses from there. So feel free to ask there as well.
Q. I’d like to help localize the game to my language. How do I help?
Ans: Thank you. You can contact us via bdeshiinteractive@gmail.com.
Q. Any chance for a sequel?
Ans: Yes.
Really wish I had discovered this earlier so that I could've rated this.
I love how the control transfer mechanic works. It's like a better version of my game. I wish I hadn't made it a platformer.
The puzzles are simple but great. Like the art style.
It does need a few QOL upgrades. It crashes a lot. The diegetic UI is good on paper but the icons that pop up after spacing space interfere with pick up. You don't need that at all. You already sort of show your current modules on your sprite. You just need to make that bigger so that there never any need to press space. You can definitely improve the UX by using the mouse more. as well. Like getting prompts to transfer controls by hovering the mouse over enemies.
The idea to restart by dropping the life module is cute and reminds me off Nier: Automata. But an additional one click restart button would be better for game flow.
If I found this one week ago I would've dropped a perfect 20 rating. Keep going. And I'll be rooting for you.
Funny take on the theme. Your health will slowly trickle down as you miss more and more stuff before your health can recover. It adds to the feeling off slowly losing control.
It is definitely addictive. It's one of the few games in this jam that made me replay. It could work as a casual mobile game.
The game is also quite polished. The amount of bloom is perfect. The sound effects are quite satisfying too.
Overall great job!
Yeah, that's an unintended bug. I found it myself after the submission period was over. But thanks for reporting it anyways.
I toned down the brightness of the scrolling background image to make it less distracting. But if you say so, I'll consider reworking/removing it in a post jam version.
Thanks for playing.
Everything clicked after I realized it was like superhot.
The mouse movement is a bit hard to get used to but it does add to the "out of control" feel. Though I'm not sure if you should keep it.
Really cool visual aesthetic. Everything is readable and the safe zones are highlighted. The level of polish is also insane.
Sound is also minimalist. The sfx does do the job well. A catchy chiptune bgm toget the player in the zone is all this game needs.
You can also add other mechanics such as bullets to dodge turrets etc.
Great job! I could see this work as a full game.
Well done. You made interesting puzzles out of a very simple mechanic like this. My own game is a bit similar to this.
I did feel like there was a lag in input detection. Are you snapping the roomba? I never got stuck due to being off by one pixel to the wall. If the lag is due to the snapping then it's no problem.
Presentation is also good. The music fits and so do the beep boop sound effects.
Overall, great job! I think you can release this as full fledged casual puzzle game with more polish and levels.
Cool take on the theme with zombie hordes. Especially with how you lose control as the horde grows.
Things are spiced up with the ranged attackers. Having different zombie types for each human type is also a good attention to detail.
The only thing I can really complain about is the lack of SFX/feedback while attacking.
Overall, good job!