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Chowbacca

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A member registered Nov 12, 2023 · View creator page →

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That's so sad I'm sorry that bug happened! I checked my game project and yeah it looks like the proceeding dialogue got disconnected, so that was totally a coding flaw.

I'vce seen the issue with the post-processing come up in a few other comments and it's definitely something that needs revision. I don't want this to be less accessible to people with sensory issues. 

Thanks for playing!

This game had a charming narrative and while the gameplay was relatively simple and a little dull at times, that is the point. It's not supposed to be interesting, slowly surveilling an empty country community at night to make sure all the lights are out but the game tries to make up for that with the relationships the warden can foster with their community, even if some of them called you draconic lol. I found myself wishing for more options of expression, but honestly this is great content you managed to fit in a 9-day jam.

There were a few bugs I ran into with gameplay. I was able to repeat picking breaking into Eleanor's home to pick her off the ground and the Millers' lights stayed on at day 3 and afterwards... talking to them would just repeat the same greeting dialogue without the option to tell them to turn off the lights. I also found the movement to be clunky, being locked to 4 directions and the weird input order issue that jam_bone mentioned.

The level design also had some interesting storytelling, with the richest house having control of the bunker and closest access to the park while the lowest income family is the farthest from the bunker and out of town, to the point where I missed their house for the first 2 days. It was interesting asking me to go out of my way to care for the lower class, especially when the alarms went off... While in the meantime protecting the middle and upper class is the closest and most-convenient. I'm not sure how intentional the placement was but I thought it was a really cool touch!

I really enjoyed this one... Nice job!

Neat concept! I happen to enjoy point-and-click survival games... I've dabbled in this format for a jam in the past and it's a really nice way to efficiently lay out a larger world for the player to engage with. Some added sounds and ambience would really elevate the experience!

Neat touch having the only people you encounter be reduced to black, faded, husks. I think the gameplay would work in service of the themes of surviving in a war-torn city with more of a sense of peril. There didn't appear to be a fail state or consequences for letting the stats bottom out, which felt kind of unfortunate. It also didn't really feel like time progressed as I traveled around the city and did things.

It just feels like there are some important pieces missing, and while it still gets some good ideas across, I'd love to see what this game would look like in a more complete state!

Loved the atmosphere, narration, and in-game voicovers! I also appreciate the small variety of gun types you could switch between.

I didn't really know where hitting Q/E would send me, even after failing and retrying once, so it felt like I spent a lot of time trying to get my bearings after switching.

The limit on the guns' pitch was probably a historical accuracy choice but it definitely felt a little too limiting from a gameplay perspective, especially since the planes were hard to see from far away. Luckily I still survived the night!

The menu background art looks awesome and feels like it contrasts the picturesque setting with the tone of air raids nicely alongside the old jazz music.

Neat concept! I liked the idea managing different flight forces and the style reminded me of military leaders planning strategies at a sand table.

The popups were a bit difficult to read because a lot would pop up at a time with specific names I wasn't familiar with while I'm also trying to track activity on the map. I was also noticing that my planes would sometimes have a mind of their own, one time flying all the way to france against my wishes, and this may have been due to a behaviour state they were in or something but it wasn't always clearly communicated.

With that being said, I don't think I should play any role in the royal airforce, I did NOT stop a lot of bombs from dropping and should have been fired after day 5.

Thanks for playing... I'm psyched you were able to get over an hour out of it!

I've seen this point on the text font/colour being kinda hard on the eyes so that's definitely something that needs to be revisited/reworked.

I'm also sorry to hear you encountered bugs with the rerolling... That's an understandably frustrating issue to run into. I may have to rework the code for that to be more browser-safe.

Thanks for playing! Duly noted on the issues with the green font and post-processing issues. I'm sure I there's a more accessible way to present the style.

Fantastic aesthetic! I really liked the grainy film post processing effect you had on everything.

This game kind of felt like it rewarded throwing as many expendable soldiers as possible into a couple dozen Germans like a meat-grinder rather than carefully managing determined and talented troops. That may have been intentional, and that's a very valid commentary to have on the nature of war.

I found the pathing unpredictable, making strategic troop positioning hard to do. It was also hard to move multiple units to a nearby location as the move command would also select soldiers. Some feedback on the commands would have been nice!

The presentation with the soldiers looks great. The animation is well done and my soldiers were easy enough via context clues to distinguish from the Germans. I also was a fan of some of the atmospheric audio choices, and couldn't stop think about the boogie woogie bugle boy of company B every time I heard the horn go off and see my new wave come in!

Damn this game is hard! I appreciated having to balance my altitude, noise levels, keeping up on fuel, and dodging birds/obstacles, all while keeping track of the objectives the pilot came here for.

I think having more forgiving gas placement, or even cutting out the whole refueling mechanic would have made the game feel more fair, since it's challenging enough having to balance altitude with noise levels.

The graphics are really nice, and most of the sounds fit quite well. Nice work!

This game is so neat, I love how so much strategy fits into the relatively straightforward mechanics.  I seem to keep running into this bug though, where vehicles will slide off of the tilemap or even offscreen and become suddenly unavailable. At one point all my firefighters abandoned me within one turn.

I wonder if this was a browser issue but even losing one or two vehicles felt really consequential within such a concise set of rules.

I'd appreciate if the vehicles were diferentiated from the environment and from other vehicle types a little more. It was hard to tell what vehicle I was looking at until I clicked on it, which slowed the flow down from turn-to-turn. I also found myself wishing for an undo button... But maybe an important narative aspect is you can't undo an order you sent out to active personnel!

Other than that I really enjoyed this game, and the voice-overs were very charming.

This game feels like a strategic feast of complexity and is a really neat technical accomplishment, but like other commenters have mentioned I really struggled figuring out how to actually do anything since I lack experience with war strategy games. I mostly clicked around in confusion until also having the AI duke it out, which was still fun to take in.

I'm just blown away by how much tech you were able to implement in 9 days! Really cool stuff.

Definitely... I'm pretty sure the "criminal optimism" thing in the retry popup is referencing how Italy's generals encouraged Mussolini to aggressively exaggerate what was needed to join the war. He probably asked for more than what was even available to the Axis and Allied powers combined at the time.

Some background audio and ambience changes would have gone a long way to characterize the locales and actions a bit more. Great to hear the concept landed for you. Thanks for playing, I appreciate your feedback!

I'm now imagining Mussolini specifically requesting 3 planes, 4 elephants, and 3 blue whales worth of molybdenum now and forcing a meth-crazed Hitler to do the math on that.

That being said, the amount of material requested to feed Italy's economy as it geared towards war, when reflected in terms of numbers of of giant things like whales, warships, and the eiffel towers, really amplifies the absurdity of what he was was actually demanding.

I genuinely had to look this up because I couldn't believe it at first, and there's some truly absurd fun facts about this list.

Cool concept and scoped really nicely!

Thanks for playing! Really happy to hear the theme resonated with you.

I appreciate you pointing out the issue with typos... It was a bit over-ambitious of me to try and fit Italian words with English given my limited understanding of the language. The plural/singular and masculine/feminine words came out especially rough in both languages.

It is quite cathartic making the numbers so big they start crashing the browser. Also something about manipulating the nature of a self-replicating physicsball population to maximize the points feels good up until what's happening becomes impossible to discern.

I found the sound for the balls bouncing quickly became popping fuzz, which became a little unpleasant on the ears. The music is also quite loud and some of the buttons started growing off of the screen, making it hard to tell how many 0s were in each upgrade.

The upgrades themelves feel fitting and scale appropriately. The idea of growing the balls and then having them do some kind of mitosis brings up some interesting questions about the biology of the ball which adds some fun.

This is a pretty neat concept for a game jam. Hitting the directions to react to incoming arrows has a lot of potential for this agile swordsperson fantasy using relatively straightforward mechanics.

I do find myself wishing this game played more like a rythm game though, rather than brief bullet-time periods where you have to press the right keys and hit space before a timer in the background runs out. Displaying WASD instead of something more intuitive like arrows and being to mash the keys with more arrows on the screen due to the lack of enforcing order or timing ends up creating a bit of a clunky gameloop and limits the experience for me.

With that being said the assets, music, and simplistic aesthetic are really effective... the atmosphere comes together really nicely!

Hi! I can join the discord page and DM you from there, does that work?

Thanks so much! I'm excited at how receptive people were to the concept.

And this was a fun jam, thanks for hosting :)

Communicating sanity through audio rather than a UI meter is a nice touch, though I'll echo other comments on not effectively knowing when I'm about to cross the sanity fail-threshold. This made it a little frustrating when the flashlight is such a scarce resource. That got pretty manageable after a few retries. I do appreciate the sigh letting me know I can turn off the flashlight.

I had to restart a couple times from getting stuck on the geometry, though I understand that a lot of it is godot doing godot things. Reducing the friction in the physics material on the character body might help!

*Spoiler Warning*

Radio at the end was hard to discern, made me wonder whether there was an actual person or my character had fully lost their sanity, it's nice for making the narrative tie into the sanity-management system.

This was scoped really nicely for a 6-day jam. I think this serves as a solid intro to a game concept, and it doesn't overload me with too many options.

In the room with the crowbar, I had a hard time getting back into the hallway. I tried leave, exit, door, and then finally managed to leave by typing in return. Maybe some more text options would have helped with that friction, especially when the help and guiding is kept minimal!

On the topic of minimal, I really like the visuals, reminds me of hacking in the Bethesda fallout games (which may be controversial of me to like lol). The ASCII illustrations and changing states also help give a sense of place. The monitor distortion and CRT effect really complemented the tone and aesthetic.

Oh I'm sorry to hear you had a hard time finding how to get filters! I understand how that part was a bit unclear. You can trade 3 slots of any electronics for them at the trade fort. 

I'm glad you enjoyed it, thanks for playing!

I totally get the point on item placement, a more randomized placement system would have really helped keep it fresh there.

Thanks for playing!

I'll definitely have to give this one credit for the "Piss" theme. Everything looked piss-I-need-to-see-a-doctor-green and I quite like that you leaned into it, from the little piss-demons to the piss monster, to the post-processing. I'm also appreciative of the shortcuts you sprinkled around the level, I feel like that's a nice part of boomer shooters that I'm glad you were able to integrate.

The final boss was on the easy end and I found myself wishing there was a little something thrown in to stop me from circle strafing the outside of the arena. I also didn't find it too hard to see the environment, so I more used the vape for the aesthetic of smoking and shooting these suckers up.

I like that there's no reticle and the player has to line up their shots, it kinda demands the player get familiar with how the pistol shoots so I felt a bit more of a unique relationship with my gun, weird as that sounds.

Anyways, nice job on this boomer shooter in 6 days!

Shooting the zombies felt good. Even though they never got close enough to present a threat, they honestly just felt like a fun collectible to get while moving through the minigames, and that seems like what you guys were going for. Other than the last minigame which was a bit confusing, the other minigames were quite fun and the time pressure for the whack-a-zombie felt appropriate (As someone who is bad at whack-a-mole lol).

My only challenge with the art was that I was looking forward to navigating a carnival themed environment, and the world itself gave more of a rural trailer park wasteland. I still really liked the isometric art perspective especially because I'm a sucker for the fallout 1 look!

I think my favourite thing about the game was hearing the zombies groan for cigarettes. Very entertaining and did a nice job setting the tone. I immediately wanted to play more because of it. The CRT effect was cool as well as the blood effect from the zombies hitting you.

It was a bit hard to understand where the zombies were, and where to find pickups. It didn't feel like there was a chance to evade zombies if I couldn't zonk them before getting bludgeoned. I still appreciate that it's not impossible to see without the flashlight. I couldn't tell if the escalating flashing effect was affected by smoking, the light, the zombies, or something else though. I had a hard time navigating the environment after 2-3 minutes because the effect got overwhelming quite fast.

The other effects in this are quite fun. I really enjoy the idea of some pissed off dude looking for cigarettes and fighting off a horde of nicotine-addicted zombies with nothing but a flashlight. It's a fun concept!

I really like how enemies have chunks getting knocked off of them when hit. The idea of body heat being substituted for health was a nice way to consolidate the mechanics and convey that the creatures kill people by freezing them.

I didn't notice any lagging issue on the browser but I have a fairly beefy computer. I did have an issue with the mouse not focusing back on when I clicked back into the game... It forced me to refresh the browser a couple of times early-game, but I don't really consider this a big deal because it's a 6-day jam, the game is pretty quick, and I was still figuring out the controls/combat at that time.

I found enemies more satisfying to damage than to kill, and too easy to avoid... I was really missing some finality to them dying. The controls also felt a little clumsy and there were two occasions where I equipped the sword during/after changing the filter, entered the "sword fighting" state, was able to swing, but wasn't holding the sword.

The environemnt looks great with the style you were going for and the different packs blend together nicely. The bleak story ending also worked really nicely with the short format of the game!

Thanks for playing! I'm sorry to hear you couldn't to find the keys though. They are highlighted with bright colours matching their locks, but they are still somewhat small and randomly placed. If you're feeling up to trying again there is a predetermined selection of hiding places for the keys you can check:

  • Bathtubs
  • Sinks
  • Bedroom Counters
  • Kitchen corner (You can usually just barely see it in the shadows)

Regardless, I appreciate you giving the game a chance!

I was a huge fan of the aesthetic of the game. Weirdly enough the closest aesthetic it brought to mind was the triangulated look of deep rock galactic. The sharp edges look great on metallic and glossy materials in particular. The rooms being so barren and expansive at the same time combined with the short sight range helped impose an uneasy feeling, even if the attendant was only really a threat in the hallways most of the time.

I think the narrative was definitely the strongest point in this entry, and I appreciate that you encouraged players to deduce what to do next after retrieving the property owner's hand.

Also, nice jumpscare. Didn't feel cheap, but was still unexpected!

Hey thanks for playing! I appreciate you uploading a video of the gameplay... That's really helpful for seeing how people engage with the game and it's getting me interested in the other itch playthroughs you've uploaded :)

So I understand the project is incomplete so far but I did want to note that I like the idea of the elevator acting as something of a hub/saferoom for the player and maybe even acting as a way to show progress. I immediately started stockpiling every pickup I could find in there. Good luck getting all the pieces together for the showcase!

Great suggestions!

Knowing myself I probably won't give myself the time to revisit this project, but I do like the idea of offering a harder and scarier experience (especially after playing your entry, which was terrifying :D)

Damn, this game's got a full narrative, cinematics, voice acting, and every time I get caught I jump in my chair a little. Fantastic job, Phlip.

One challenge I was having was that I had a hard time telling through diegetic sound where the ordlerly was... particularly in larger areas or just outside rooms when I hear footsteps walking away and then it's been quiet for a while. He also snuck up on me a couple of times.

It does make it all the scarier when I exit a hiding spot and then he comes at me out of the shadows!

Thanks for playing! That's really funny that the enemy did such a bad job hunting for you. I guess that's one drawback of having the enemy patrol random points on the map. I made two different patrol systems, one where it patrolled points near the player and one where it patrolled randomly... I found the former to be a bit too aggressive, and the latter to be a bit too easy (I went with too easy to make it accessible). I'm sure there's a perfect middle there somewhere that I could have implemented with enough time, but alas!

Thanks for playing Henry! Glad you enjoyed the level design. Interestingly enough I threw the objective system together at the last-minute lol, but I thought it would benefit people who were looking for direction.

This was such a fun theme for a gamelike!

Hey, thanks for playing!

We've utilized threads lightly in past jams to help us work through more complex functions that were choking up the main thread, but they were definitely relied on too heavily for this entry. The amount of WorkerThreadPool tasks and thread functions seemed to hurt the quality of the web build, which definitely made this an important learning experience.

Threads did a lot of heavy lifting for the simulations on the map. We used one that ran a custom flowmap for navigation that encouraged the enemies to avoid burning regions on the map. We also had a separate thread do the procedural generation at the start of the game, since the tile operations were quite heavy and really held up the scene tree when loading in. Finally we had a big WorkerThreadPool group task that decodes the map data and generates a texture for the shader to draw the map. That also got us around using the built in TileMap entirely. Since images aren't thread-safe we instead wrote the decoded color to a PackedByteArray and then converted that to an Image at synchronization. The fire simulation runs surprisingly well on the main thread, so that was left as was. The best way to maintain performance was to use GpuParticles2D and write to a pointmap to communicate where the fire would emit from, letting us offload a huge chunk of the work to the GPU. So everything you see there when a big fire is going is one singular particles node!

Seems like using threads on web builds are best suited when deployed sparingly though, and where the performance gain really counts. In the future we'll certainly be more careful with how we utilize concurrency!

This was cool tech experiment! I think the actual controls need to be a bit more touched up though. Making sure the ship is selected, pressing D and then clicking somewhere to set a new direction felt a little over-engineered. I also didn't have the best conception of the space my ship was occupying, which became less of an issue through trial and error. Neat project overall, and cool seeing other people inspired by Sebastian Lague's fantastic projects :)

I enjoyed this! Liked the historical facts sprinkled around, though I wish there were some more geographical distinctions in the ice formations.

My only other suggestion would just be including a center line for the compass... when there were a lot of icons on the compass I had a hard time figuring out where the center was and what was ahead of of me or to the side. Not really a big deal though!

I also really enjoyed the aesthetics you made... It looks very cohesive, and like I'm playing an old educational game in the public library to learn historical facts. It's cozy. Nice work!

Great seeing it tie into a  biography, love the inspiration! I definitely wish I could put  a little more input into the trajectory of the crew's survival after the starting screen, however it was still an enjoyable story to sit through and conveys that you can only really work with what you planned for in advance.

Really neat game... I love how brutal and punishing the winter felt. My crew always died in desperation, be it from freezing or starving to death.... Although there was one summer where the rest of my crew starved to death after cannibalizing most of my crew during the winter lol.

I found the RNG elements were a bit out of tune... I had one summer where hunting was bountiful, about half of it spoiled over the winter, and then the next summer I found very little and starved. I'm sure it's realistic, but it feels unfair from a gaming standpoint.

I also found it frustrating reaching a dead end in the generated map and having to waste most of my summer turns backtracking. That usually guaranteed my crew would starve and I'm wondering if there's a way to get around this issue that I am missing.

I like the RNG for replayability, it just needs a bit more balancing imo, which is hard to do in 9 days!

Art is beautiful and the sound selection was well-picked. The winter transition audio reminded me of frostpunk, so points for that!

This inspired a couple replays from me, and they all felt unique enough to feel like each one was their own adventure. Really impressive what you got done in such a short period of time, nice job!