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heckert
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Indeed, even with mobile as primary target platform, adding a desktop build should be a trivial thing to do, unless the input setup is tied up too much to only work with a mobile's touch screen (or even makes use of gyro features where you tilt the phone in order for moving).
A WebGL build should also be possible to do for browser play...
The player should (at least in theory) also just move in grid cells. When using a gamepad's analogue stick, when movement is registered it's normalized for a grid cell's length.
But the way I implemented it, I rely too much on mapping towards the tilesheet grid, so I may get some inaccuracies with detecting neighbouring cells and what state they're in. I should completely rewrite all that stuff to work in a proper grid array...
The main menu works, but the menu canvas in the game screen doesn't.
Jump feels quite floaty, and especially for the double-jump roling one would expect then to have a powerful attack going down on the enemy to make a real hit...
Sometimes I jumped on one and there was like a time freeze where I just hovered above the attacker until I did something else...
And while jumping on one of the enemies (a second time) did seem to defeat them properly, the kills were never registered for the score...
Well, the difficulty curve is in that each day the limit you have to earn goes up. I got to day 25 when I hit a "wall" which certainly was partly because of buying decorations that don't pay off or not enough.
Speaking of decorations...
The first page is clear in what you get back for them. On the third page the "add one more table" is also clear, but what do the popularity things do? And have any of the decorations from the middle page any effect?
As for bugs... I don't know if the main menu background should be fitting to the screen size or not, and there didn't seem to be an "official" Quit button...
It would also be useful if one could access the shopping window from the "day finished" screen, so one wouldn't have to first start the next day to then go to pause mode.
Yeah, indeed. I didn't get into the exact same position but still got stuck... the detection if a target position in the grid is valid to be pushed on is incorrectly concluding that the target position is either blocked or not a valid position at all, so the check returns "I can't be pushed in that direction"...
Sometimes you can't approach one of the stones when you come directly on the pathway and have to go sideways, too.
This whole thing is due for a re-write and my approach on doing it fails far too easily...
In my latest test (see screenshot) I got them both stuck and couldn't push them anymore at all, although the flag for being pushable was still enabled (it gets disabled when one of the target positions is reached so once one of them has arrived youn can't push them out of it anymore, which is what I had suspected was happening even though the other one in your case was still too far away to detect the target position and also it should pull itself to the target when it does...)
Now that all this was cleared, I had a moment to play it, and it's a great game.
I fully understand why the higher levels don't have different maps for the various difficulties, but also found that solving The Bridge (again) didn't register for higher difficulties...
At first I didn't see that there are a few more levels, so some indication like a scrollbar or arrows pointing down (and up if the view is showing the higher levels) would be useful. And an "official" Quit button couldn't hurt ;)
(Also "Back to Menu" and/or "Restart" for within the level)
But that is small stuff that's easy enough to add for an update :)
When I left the game I found a lot of shader error message on my terminal window:
0574:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #3:
0574:fixme:d3d_shader:print_glsl_info_log Vertex info
0574:fixme:d3d_shader:print_glsl_info_log -----------
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[2]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[3]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[4]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[5]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[6]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[7]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[8]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[9]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[10]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[11]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[12]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[13]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[14]" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(26) : warning C7050: "vs_out[15]" might be used before being initialized0574:fixme:d3d_shader:print_glsl_info_log Fragment info
0574:fixme:d3d_shader:print_glsl_info_log -------------
0574:fixme:d3d_shader:print_glsl_info_log 0(53) : warning C7050: "R12.w" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(55) : warning C7050: "R14.w" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log Fragment info
0574:fixme:d3d_shader:print_glsl_info_log -------------
0574:fixme:d3d_shader:print_glsl_info_log 0(53) : warning C7050: "R12.w" might be used before being initialized
0574:fixme:d3d_shader:print_glsl_info_log 0(55) : warning C7050: "R14.w" might be used before being initialized
This might be a Wine issue, though...
Interesting concept and pretty ambitious for a jam game :)
Placement of the various items was quite difficult for me, especially doing a long row of power lines, rails, or road...
The tree (a park, I suppose) wasn't accessible for me. Also, the item roster didn't prevent me from placing items which in turn prevented me from selecting a different item type some times...
Once again I have to mention, that the platform buttons on the itch page WILL NOT magically turn a Windows build into one for Linux or MacOS.
Please switch the target platform in your Build settings (possibly need to install the Unity module in the hub first), and make another one. (Note: while the Windows build target will be put into a new folder, the Linux one will be right in the folder you select, so please make an empty forlder for it.)
Interestimgly there is a remote similarity to what I did two years ago in Jamtris.
In my game back then there are a couple of lane where cubes move forward and you have to match the point when your colour and a cube matches to hit the key for the cube's lane in order to score...
My game is much simpler though because you don't have to move a character from lane to lane, and you also don't have to hit the button for some amount of time like in your game to fill the glasses.
In my game the player's colour is simply determined by a colourwheel that is turning...
As others already said, more variation in the music (longer loop and possibly having several ones) would be nice. Also some indication on which level one is in.
I managed to get as far as one very spiky one, which might possibly even the last one, but I didn't count levels and wouldn't know how many there are to solve, anyway...
Wrapping a tutorial into some story telling is a really good approach to show the controls!
Unfortunately with the old machine I carry around on the road I can't play it myself. When you try to capture an enemy piece, what is supposed to happen is that the game switches into battle mode, which is why you're not moving turn-based from tile to tile anymore.
Feedback for the transition to battle mode (and back) is most likely still missing, though...
If you create your own assets you can definitely use them, but you will have to provide them with your project as well.
Using external applications to generate models or images is perfectly fine, even if they're commercial tools. You would have to export from Maya to some file format you can import into your game engine of choice anyway and provide those asset files. So if you had your model as an FBX someone who doesn't own Maya may still import it into Blender if they wanted to...
As for subscription services... pay attention to their licensing. The assets you get from there most likely do NOT allow redistribution, so they're out!
If you used for example textures.com and paid for higher resolution versions and included them in your finished build, you could still list a link to which textures you used and someone who did not pay might get the lower resolution version of it instead. the game might not look as good, but would still be fully functional (more or less, depending on what the texture images were used for)...
Does it create asset files that can be used stand-alone (or at least come with a runtime library you are allowed to pass on to others)? Then it should be fine, just remember to remove it from any source uploads.
OTOH if you can't provide a copy of the project that doesn't include that tool and still be working, then I would say it's not ok to use.
(Also, if there's a paid tool that also has a free "lite" or demo version that could be used instead (but maybe just read-only and not for further editing of those parts of the project), it might be ok, but would make further tinkering with your game for others to learn from needlessly difficult...)
If you rely on Visual Scripting, have you looked into Unity's own rendition of it?
You sure can use Unreal or any other engine (although if it's an engine one has to pay for it would be difficult for others to take your project and learn from it).
Be aware, that games without a WebGL build are less popular because you can't just hit a "play" button on the game's web page. And it might limit your potential audience if there was only a Windows version of it.
It seems to be an omission that they don't list providing the source as a requirement, since if you only have to upload the finished game one could hardly check if the assets are free or not.
Also, the rule always was they have to be free without a time limitation, so other students can pull the project well past the jam's duration and still be able to tweak and build it for themselves.
Thus, "free for this month" assets are off limits.
Regardless, unless it's assets you made yourself (and are willing to hand out to others) or are CC0 or similar to start with, even if they're completely free on the Unity/EPIC Asset store (or itch.io), you must not include them directly in your source upload since you're unlikely to have permission to distribute the asset files themselves directly! Instead, keep them in a separate folder in your project (that you exclude from any upload) and provide links on where to get them!