
b8horpet
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A member registered Mar 11, 2015 · View creator page →
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I WAS WHAT YOU ARE AND YOU SHALL BE WHAT I AM jam comments · Posted in I WAS WHAT YOU ARE AND YOU SHALL BE WHAT I AM jam comments
It was strong on the concept with echoes being created like some quantum behaviors, which fits the visuals well, but the puzzles were just hard because nothing can be seen normally or the boxes get out of sync with hitboxes or just glich to have 1 echo for 3 buttons.
Great idea, would play a little more polished version!
The mechanics are great but it's hard to see what is happening as the tanks float in the void. A simple procedural noise texture for ground would help tremendously to anchor where anything is going.
The component vulnerability part is really neat, could see a lot of potential for it to be a unique experience!
That part was debated during development, they could be U shaped, which would help a lot, fully connected, which would have been a joker piece, and not connected outwards, which is an obstacle, but can be played around.
If i had more time, the spawn rate of the 3 aforementioned variants would be included to make it a bit more interesting to get a nice square instead of a mean square.
In another comment someone said animations would help, and this was a cut feature due to not risking a refactor 1 day before deadline. The plan was "freezing" the game and animate the spread of the "charges" through the connections until they meet, and remove the affected pieces in a flashy way.
I spent the time on creating a menu and a tutorial instead :P
Very good trading simulation, with the ration and day system with traveling feels a little like dwarf fortress trading.
The one thing i noticed while i played, there was an info about shortage, so naturally bought that item in the neighboring town, and when brought to the destination it was cheaper there, which i found odd
The strategy aspect of this was quite clever, one resource replenishes one has to be manually upgraded, and the building area needs to be expanded. All of these feed into eachother is working pretty well. The sound effects are cute. The plant designs are quite interesting, a little reminiscent of Plants vs Zombies.
There are minor bugs (pun intended) which affects the gameplay, but some are annoying (like cannot place tile sometimes on valid places or selection stuck) others are helpful even (the building can be attacked by bugs as decoy before placement, or shooters shoot even without placed).
Very well made overall, and the aesthetics is great!
I had to go back and write a second comment, because i was hooked and keep coming back just to play this game and find better and better strategies that would insta wipe enemy ships.
This game is addictive and it's getting out of hand!
Also the enemy scaling after beating the game makes it even more challenging, which is a nice touch!
The animation was planned from the beginning, but was cut due to time restraints and the lack of foresight that would need the gamestate to be computed in steps interleaved with the animation playing, and this was a refactor i couldn't risk at that stage.
I plan to refactor this after the jam and add some animations that would make the purpose even more clear (clearing a row gives small score, connecting the sources gives a huge score, also a highscore feature would highlight this. Or a win condition of connecting sources above a certain level?)

