Thank you for playing indeed!
Regarding the question raised during the stream: creature names are a 1:1 mapping from the body parts selected, so creating the same creature always yields the same name.
Oh boy, even after reading all of the hints, I could only solve it after downloading the patched version.
One of the things that got me stuck at the very end was that I had to select Lorenz as the one who gave hush money, though it was done by Leon by Lorenz’s orders.
I still needed those hints because I was failing to understand why anyone but Jacek would have his own investment statement, but OK, I should have been more open to the possibility of document sharing among partners in crime.
It is a pretty well conceived game, in any case!
I couldn’t get the DOS binary version to work well (it would complain about missing files and hang in the character menu), but I played it online, and ended up perhaps playing a bit more than I would admit! The rock grinding really takes you in. 😆
I found the nonexisting cheese! But not before managing to freeze the game after I visited the robot a second time. The robot would just say good luck and then it would hang.
Thank you for the feedback.
The game rating (+18) was odd and I kept myself on my toes just in case it would throw a jumpscare or something NSFW at me. I ended up not seeing anything particularly egregious, but maybe there is some secret part which is more intense.
Nevertheless, this is a cool idea, and would have enjoyed seeing it expanded and fine-tuned further, eventually with configurable speeds and a way to start over.
Sorry to hear it wasn't quite what you were expecting. The gameplay principles were simple enough that I felt needed no explanation. An Op is just an operation performed in the cloud service. You may think of the total at the top as a score. Clients requesting Ops (and your machines fulfilling them) creates revenue depending on how much each Op costs. Changing the price affects demand, and so does the services' visibility (an estimate of which is unlocked by a project card).
In the end, it's just another clicker built in a restricted time span. Usually when I participate in this jam, I only get so much time to fine-tune and tweak the game's mechanics after having done the essentials.
It is an adorable concept with lots of potential, but the array of nasty bugs in the game makes it close to unplayable in the long run. A few problems which I detected:
Combined with the lack of game saves, losing all progress because of them is frustrating.
Still, all of this can be fixed if you do go through with the idea of making it into a full game! Do consider it!
I almost always enjoy a nice wave-based hack 'n' slash game, and this was no exception. After I got the controls right (I figured out that I had to use the T key rather than G to select the second item), gameplay was smooth and sufficiently challenging.
It's a bit unfortunate that most of my play sessions led to a crash with a segmentation fault on my Linux machine. This is probably a bug in the Godot engine, but with all the crashes I could not get to the ending, if there is one. Can't look further into this without the source code either. (Note that participation on GitHub Game Off requires you to upload the code to the repository as well!)
The concept is awesome, and the graphics and audio assets are well made and suitable. The execution and learning curve was upsetting though. It could be something about how commands were placed, but when a dwarf felt unable to proceed for some reason, he'd get stuck forever without even trying to do anything else, there forcing us to restart. Either dwarfs were not prepared to cross the tunnel to grab resources and back, or they just felt like not doing it for a reason not presented. Once a construction request was placed, it could not be reverted to work on something else.
This is a pity, because one can see that there is immense depth and possibly many opportunities to master the game, making it interesting for long sessions if it weren't for these minor gameplay issues.
I really appreciated the direction of this game, and would be looking forward for more!
A minor caveat: I was originally trying to run this on my mobile phone (the game allegedly supports this), but one cannot right-click on a mobile device, so eventually I just got stuck! Maybe some temporary buttons to pick the intended action would have worked here.
Thank you for playing! To clarify a few things: 1) the hero is invulnerable! But taking explosion damage stuns him temporarily (more time for bombs, less time for dynamites). If the hero disappeared entirely at some point, that might be a bug. 😶
And yeah, making the game Web first and mobile first was part of my aim for this year. :)
Perhaps reading the blog post on the subject will help clarify what I was going for. https://dev.to/e_net4/10x-sprint-master-a-technical-and-social-experiment-ahp Not because I disagree with what you said, but while I had intended the game to be fully payable, some design decisions were strongly driven by the concepts I wished to portray in it.
Thank you for the thorough feedback. :)
The score lingering was indeed designed to be unintuitive to the player, since it was meant to be a rough approximation of the clients' receptivity to the product. It slowly takes hits depending on the quality of the software. While you never know how many bugs there are, the end of each month gives you a qualitative measure of technical debt.
The developers popping up was just a simple mechanism to facilitate dragging a task onto them. Making it more sofisticated would require a lot more effort than it was worth for the jam.
As for reviewing, I agree that it is a bit frustrating. The task under review by a particular developer is always the topmost one assigned, although it might not always be clear which tasks are under review at a particular time and how much time have they been under review. One idea that I originally had was developer profiles, which would give team members some personality and freedom to decide what to work on.
And ultimately, the game would need some more polishing to have a fair difficulty. I suspect that reaching the winning condition is next to impossible. 😅