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Thanks for the insight how you approached the issue. It was interesting to read. :)
Nice to see a Vermis inspired game - Especially imitating the “print” optics of the book. I also fiddled a bit around to reproduce the look as a side project, so I must say, you nailed it quite well! :)
Unfortunately my decisions in the game had no impact at all? But I must admit, it would be hard to design and implement impactful decisions for a 48h game jam entry.
Nevertheless a cool and inspiring game!
A common way would be to show what is required and highlight the still missing parts in red. That could mean that you show the base icon with the necessary resources (x trees, y stones) and color the missing resource in red. Or in case of the converting, a red base could be shown. Although this would not solve all problems.
At some point of time the game must communicate, what is the goal of the game. For a jam game the simplest solution is a wall of text.
Nice mechanics and idea, but it’s lacking an onboarding experience. I needed one run to figure out, what can and should be done. In general only having an icon is ambigious. An text overlay, what a key press does or why something is currently not possible (building a base, converting someone), would help a lot.
Wow, thank you for the detailed review and I'm glad to hear that it was useful for you to study some mechanics - even if you learned how not to do stuff. ;) At this time jump'n'run was not my on my strong side. And I would argue it's still not, but I learned also a lot from this game.
I think I will not work further on that game, although I had a POC where I introduces moving platforms and a small shopping system. But never polished it, so I guess it stays like it is.
If you need a playtester for your upcoming game, feel free to contact me. Would love to test your game. :)
Nice setup. Not sure if it was the inspiration, but there is a movie with exactly that premise. Unfortunately I do not remember the name.
I was a bit puzzled that the "good" sheep also had red eyes, so they felt also kind of evil. :D And the hit feedback felt a bit dull, but other than that cool art and good controls.