I love this chicken
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Hi! Thanks for your kind words.
Aside from the soundtrack, Hive Time was made entirely on Linux. As noted on the article you came from, I've written for GOL from time to time.
Itch's incremental uploader tool butler handles compression. I can't remember whether it makes tarbombs by default or I left a trailing slash in when writing my build scripts, but either way, most archive utilities stick tarbomb contents in a folder automatically AFIK, so it's never been high on my priority list to investigate - you're the first person that I can recall mentioning it in the past two years.
I'll make note and if it's something I can resolve at this end, I'll look at doing it next time I have a patch big enough to remove the advantage of deltas (such as an engine update).
One of the game's testers plays the game on a raspberry pi from time to time (I assume they're running the game's data file with an arm version of the engine). I've never been able to get the game running well enough to justify officially targeting low powered devices, though.
The tutorial doesn't include any events, and it lasts the full duration of your first Queen's reign, so you're always going to end up with typical hive stuff happening along the way.
All of the event lists are shuffled when starting a new game, so whether Bear Attack ends up occurring at all during a given Queen's lifespan is down to chance. Old Bitey also won't appear until after your hive has reached a certain size, and the maximum amount of damage he does is about 20% percentage of the hive's size (usually less), so it scales to be appropriate for a given hive.
Unlike SimCity, which was Hive Time's biggest influence, all of Hive Time's disasters can be averted or avoided with a little planning and/or responsiveness. Encountering setbacks and learning how to recover from/avoid them is a big part of the experience in my mind, but there's a "skip disasters" option when starting a new game if it's not your kind of thing.
Were there any stylistic choices in particular you felt interfered with gameplay?
I have a pretty clear picture of the ins and outs (both from a programming perspective and a localisation perspective), and as I say, it's just not something I have the resources for.
Some of the game's strings are within its json files, but there are plenty that are not. Even if I ignore the cost of other people's time localising strings, the work of externalising those strings and implementing a system for tracking and substituting per locale is beyond what I can allocate to Hive Time - it's been a stretch to put together even the superficial patch that shipped today (which definitely wouldn't have been possible if I had the extra overhead of maintaining additional languages).
Edit: I also forgot to mention that since Hive Time's UI doesn't scale and isn't flexible, that represents another non-trivial amount of work that would be needed before I could consider localisation (in other games I've worked on, German and Russian localisations have required changes to layout handling).
It's always nice to see a game with a beginning, middle, and an end!
I felt like I started to zone out and not pay attention to the choice text after a few turns. More variation in choice descriptions would definitely help. It would have been nice to also see more ASCII art, particularly for the endings.
I haven't played Cultist Simulator, so I can't speak to how it expresses that inspiration, but I enjoyed playing!
Ah ha, that makes sense. Personally, I prefer running everything in a window, so my workaround was a better fit for me than any properly behaving fullscreen mode would have been.
I think some kind of prompt or indicator might be a good idea. If it were my game, I'd probably lean toward having the other character respond to the fire going out and squeeze it in with that dialogue - though maybe that's not a good idea since it's easy to click through dialogue accidentally before having a chance to read it all.
One other thought on the re-lighting UI - since the bar was emptying, that made me feel like my embers were losing heat. Having the bar fill as it gets closer to being re-lit might be more intuitive.
Oh wow. Looking more closely at that person's website, they seem to be confused about a few things. They don't mention *which* Creative Commons licence they're making stuff available under (I assume they intend for CC BY, but each licence's terms are different, and there isn't one that really matches their stated requirements). They also say that their works are copyright-free (all Creative Commons licences except for CC0 - which doesn't require attribution - sort of rely on the notion of copyright for the licence to function and require a copyright notice to be present).
There's no need to feel bad about workarounds - IMO, jams are best treated as an opportunity to learn and practice project management in order to create something within a limited timeframe, and knowing when to let go of things that aren't quite working is a part of doing that effectively!
It's always good to see a game with a beginning, middle, and an end.
I found that some of the interaction points were awkward to get the mouse onto, and on my first playthrough, the text "You need to disable circuit" got stuck onscreen permanently. The "psychopath" also got stuck on walls sometimes.
I'm not much of a horror person, but this one seemed to have some atmosphere and a sense of threat.
This looks like it could be really interesting. The animations and art are very neat.
I can't quite read what type of experience the game is intended to give, but it is fun to imagine that different elements might respond differently when moved into proximity of each other.
I appreciate that you took the time to generate an AppImage. It's worth noting that when uploaded as single file, any executable permissions are lost, and it would be good to include that players should add executable permissions via the file properties dialog of their favourite browser in the game's install instructions.
Good luck if you continue development. I'd be interested to see where this one goes!
There's not much to give feedback on here, but I could imagine this kind of FPS controller being fun for escaping and dodging pursuers.
Good luck with the project if you continue development!
This is cute, and does a great of establishing mood.
I felt like the game didn't lead me to discover that I could double jump. The respawn point in the room where a double jump is required to progress is below the platform, and ends up putting the player into a death loop, which made it doubly hard to discover.
I wasn't able to get through the door on top of some shelves above a chair, so if there's more game past that, I didn't see it. What was there felt like a good start, though, and I particularly enjoyed the slightly off tilting.
Because the AppImage was uploaded as a loose file, executable permissions can't be preserved when downloading, but if you pop it in a zip file, they will.
Good luck with the project if you continue development!
I hadn't spotted your comment here, and at first, I thought this might be a Getting Over It style hill-climbing game. I spent a bit of time jumping up the slope, and eventually I got to the point where the peak met an inverted slope (part of the roof of the cave?).
Even if it wasn't what was intended with it, I still had a little bit of fun.
Good luck with the project if you intend to continue with development!
This was an interesting interpretation of some of the prompts.
I found myself wishing that other mouse input/gestures could expose additional movement mechanics (double click to "run," for example).
I'm not sure whether it was a feature that wasn't implemented, or whether I just wasn't clicking in the right spots, but I found that the game didn't acknowledge me reaching the exit.
Congratulations on making your first interactive and playable game!
This is fun! I've spent a bit too much time playing it :D
I'm glad that you were able to come up with a name that makes use of the obstacle shapes. Way back when you shared your very first video in Discord, "CUDA" was what I was thinking. "DODGE" is perfect, though!
I found myself wishing that I could hold shift to rotate the obstacles faster, particularly some of those D pieces when the alignment of two in a row wasn't good for easily making it through.
I ended up compiling from source myself, since my distro uses GLIBC 2.34 and this requires 2.35. In general, it's probably best to build against whatever Debian Stable uses (at this time, that's 2.31) for the broadest reasonable compatibility.
Would love to play a slightly bigger game based on this, which had levels with alternate obstacles types and music.
This was cool!
I'm not sure whether I was intended to grab a second battery from my own pod or not, but I did enjoy that there were multiple paths that I could take through the game.
I encountered some jankiness where the camera could become offset from the player position when toggling crouch on or off while moving. If you are using Tween.interpolateProperty() to move the camera transform, it might be better to use interpolateMethod() so that you can update relative to the player's current position every time the Tween ticks.
The ending that we have here felt a little abrupt, but I think it works well as a vignette that leaves room to imagine further adventures. If you do end up developing it into something bigger, I'd be love to play more.
I understand that you only managed to implement a small amount of what you had planned, but from what is here, it seems like you have a starting point that you can build from.
Best of luck with the project if you continue development!
It is always good to see a game with a beginning, middle, and end, especially one as large as this.
I feel like the CC-BY/CC-BY SA licence terms of some of the assets you were making use of aren't quite fulfilled by just linking to the users' profile pages on Open Game Art - among other things, the specifics of the licence terms require copyright notices, etc. and a link directly to the work. It can also be difficult to identify which bits were used when a user has uploaded a lot of things.
I found myself wishing that the game didn't end as soon as I killed the large boss - it would have been nice to continue to explore afterward.
Something to note - since you uploaded a single loose binary, any executable permissions needed to let this run out of the box on a Linux machine were lost. It would be a good idea to make note on your game page that Linux users will need to set executable permissions on the game via the file properties dialogue in their favourite file browser.
This was a lot larger than I was expecting! There was a good sense of exploration and pacing as newer and larger enemies/enemy combinations were introduced.Well done!
This was a neat concept.
The game had a good learning curve and sense of progression as new elements are introduced. I also appreciated the stark contrast offered by the red elements as well.
It would probably be better to link to the asset pack you used rather than a Google search for the asset pack you used ;)
It's always nice to see a game with a beginning, middle, and end, but we did try to encourage people to avoid missing out on sleep during the jam. Good luck with your finals!
Ha ha, totally understand that it's difficult to prioritise ongoing work on jam projects when there are so many other thing to work on!
For what it's worth, while talking about this project on stream and writing my previous comment, I had actually cropped it down and added a chroma key filter so that it behave as if it were a transparent window ^_^
It's always nice to see a game with a beginning, middle, and an end.
A small scope project is the right choice for a game jam, and while there's not a lot of depth here, it seems to achieve everything that it set out to achieve.
It was nice to see some extra effort put into dependency install scripts for both Linux and Mac users.
The choice of music was rad :D
I enjoyed playing this one. It was tuned a little too difficult for me to get all the way through on stream after about an hour of playing, but that's not necessarily a bad thing.
The game page mentions that assets that weren't created by you would be listed in the credits, but I was not able to find those anywhere. If there are assets that were made available under creative commons or other licences, the jam rules do ask that those be noted on the game page.
This feels like a fairly polished entry, and as a whole, is a pretty solid realisation of the core concept, but I did come away feeling that either the shooting mechanic invites faster paced combat that the movement mechanics aren't quite up to or projectiles are a little too fast for the rest of the game. It also felt like there was a slight delay between input and firing that wasn't present for other inputs (jumping for example).
So far as Linux support goes, the Linux binary did not have executable permissions, and your game page did not contain instruction indicating that this is needed. You can direct players to enable this from the file properties dialogue of their favourite file browser, or if you're excited about managing that yourself, I made a free tool to make that easier from platforms that do not have/support executable permissions.
Always good to see a game with a beginning, middle, and an end. Unfortunately, I wasn't good enough at it to see the end, but I took a peek at the sources and spotted what looked like a final level. Nice work!
The downloadable binary worked well and had executable permissions set, etc., but I ended up running a modified version of the .py because I really couldn't have it extending over three monitors for a game that's not much bigger than 600x600 pixels.
I also fixed a crash when assembling the victory text, but I see that you resolved that in the meantime - good catch!
It took me a little while to realise that I could re-light the fire after snuffing it out. That's a nice mechanic that could perhaps be surfaced to users more directly.
The extra dialogue when clicking on your camping companion was a nice touch.
It's always nice to see a game with a beginning, middle, and end. Well done!
For a single-level game, this game out really well.
I know that you struggled with getting the physics and handling right, and I think you came pretty close to nailing it. The movement feel is very good, and you've chosen a very cute Tux sprite!
I found myself wishing that I couldn't pass the springs unless I was sliding - having to slide past certain obstacles and low tiles could make for some interesting gameplay that works in conjunction with the specificity of movement mechanics here.
On the leftmost side of the level, it would be nice if the camera could position to allow the player to be further away from the edge of the screen. Positioning and aligning jumps feels a bit awkward when it's so easy for the target to be offscreen when hopping between the sides of that narrow climb.
I also feel like the level here is specifically a good showcase of the kind of movement mechanics you've been working on, and that's nice to see.
If you end up continuing to work on this game, I'd love to play a larger version!
This rad! A very ambitious and potentially large scope project for a game jam. I am impressed by how much has been realised here.
I encountered a situation where I didn't have enough cargo space to take on the remaining missions at a planet (I had already completed the ones that I could afford to take), which effectively ended my runs.
The upgrade system was not obvious to me, and unless it was explained in chat, I suspect I would not have discovered it on my own. It also wasn't immediately clear to me that resources that flew off the screen during the transit phase were collected.
I noted in chat when you joined my stream that the Linux binary did not have executable permissions. It would be good to either resolve that as part of your build process or make note in the install instructions on your game's page.
I can see a slightly more polished version of this being really enjoyable for long play sessions. If you continue development, I'd love to play more!
This was a great spin on a cool puzzle game. Bringing it into a more complex grid feels like it adds something significant to the game.
Appreciated the symbol options, although my brain keeps parsing the red symbol as being a square on a rotated tile rather than a diamond shape. The purple tile's symbol also didn't read well as a combination of red and blue.
I found myself wishing I could click and drag to move, and right click to deselect, but this wasn't a big deal for me.
All up, a nicely polished and nicely presented submission. Well done :)