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A member registered Dec 14, 2014 · View creator page →

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There is a "free play" mode but I probably should have made that the default or made it more obvious at the end screen/menu 😅

The physics-based interactions with machines were very fun, and once I got into the flow of things it was not too hard to figure out.

I'm guessing the recipes are random? Sometimes it was just to take the ingredient and put it directly on the elevator, so it felt a bit inconsistent in terms of difficulty progression

Fun brewing game. Took me a sec to figure out I need to hold down click on the bottle when bottling it, but after that I did well!

I especially liked the feeling of learning the recipes and getting faster at it

I liked the style and the stirring mechanic was a nice addition. I  think the gameplay was a bit too simple in that it seemed to pick a few ingredients to make the order, so the solution was always just a few ingredients quite easy to figure out.

Game looked interesting and "brewing storms" is an original take on the theme, but I could not interact with anything once the game properly started so wasn't able to buy towers and stuff

Fun game with a great atmosphere - I could totally see this becoming something deeper, maybe if there were eg different glasses to pour into, drinking shaking mechanics, adding lemon slices/orange slices/ice etc. And maybe could have upgrades you can buy between shifts, expand your menu etc :) 

Was a very new perspective of the brewing process, and cool to control the swarm especially when had a hundred or so. Wasn't really sure what led to the yeasts dying, maybe just time? But the core mechanic was satisfying, especially as the speed of eating went up with more cells.

The game does not seem to launch, giving an alert about a missing .pck file

Fun little memory game! Definitely reminds me of wordle, or those "match two" games where you flip over cards until you find pairs.

Felt a little too random maybe at times, though I didn't want to write down my information as it felt like cheating. Maybe an in-game note taking thing or some resource purely for deducing information could be interesting? (Like an item that reveals two potions share an ingredient or something to that effect).

Nice little game, style is very reminiscent to me of The Water Museum

A fun game, pretty much the only thing missing is some audio.

Loved the atmospheric use of lighting especially.

Was just wondering, how long is the judging period/when are results expected?

I was wondering, is there a particular code style wanted for this project? The style given in the base project doesn't really correspond to the Unity API codestyle (eg, in the base project, there are fields that have uppercase starting characters, whereas the Unity API style uses lowercase starting characters for fields and uppercase for methods), and also has some confusing rules such as some member fields having "m" at the start and others not.

Given the starting project makes use of static members (the Arena class uses static members to convey the arena width/height, if you have more than one arena at the same time it can cause issues) in a number of scripts, you're probably fine.

Though you should in general use programming patterns as appropriate, and not depending on how popular they are.
If a singleton makes sense in your case I'd say use it.

(1 edit)

I have a few questions but since the FAQ is locked I thought I'd make a thread. If anyone else has any feel free to ask them here too.
My questions:

To what extent must the project be similar to the starting project? Eg could we change the genre, camera angle, etc as long as it's via modifications to the existing project?

What level of secrecy must we maintain about our projects? Obviously we have to use private repos, but could we make a devblog for example, or share our progress?

Who legally owns the game? Since it is derived from the given starting project and made for the competition it's a bit unclear.