I really enjoyed this, but I don't know if I played all of it. I ran into a few dead ends (after exploring the facility, and after waiting until morning with optical, flight, and wall climb activated). I'm not sure if those are endings or if there are logic issues going on. I'm always excited to see some solarpunk with robots, though!
incobalt
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Thanks for playing! I will be the first to admit that the endings are a bit rushed and I fell back on what I knew better (which more aligns with horror). I did only have 48 hours to design and write the whole experience, and much of that was working with the tech more than being able to focus on the story. Whenever I write a situation where humans try to fix things without trying to fix the problems in their own society, I tend to move more toward the horror or cautionary tale side of things where, no matter what you do, the humans still remain the problem. The robots in this story are a positive force. Caretaker's degradation is a result of the humans' carelessness in the AI's design (not thinking about anything but their own survival). I don't really know what a solarpunk ending might have been here, but I didn't want to let humans get off without any blame.
The solarpunk tag was put on because I came across some images labeled as a solarpunk aesthetic and wanted to take some of those ideas. At the time I made this, I wasn't able to really dive into the solarpunk concept very thoroughly but what I saw and read had some motifs that I wanted to use. Specifically it was the use of technology to solve problems with a sustainable outcome and the reclaiming of urban spaces by lush greenery. I think I wanted to create something where the people of the world realized they were the problem and the only way to restore the world to a livable state was to remove themselves and help nature take its course. I don't think that it's a very good solarpunk story, but it was definitely something inspired by the concepts and the aesthetics.
Hey game name buddies, apparently your game was played by popular YouTube personality Markiplier! Someone mentioned it to me because people keep confusing our entries and I keep trying to point them at you instead. Do you all have a Twitter I can use to direct people?
Anyway, if you want to see the video, it's the third game in this one:
Congrats on well-deserved recognition!That's cool :D I wonder if there's a similar workflow for Krita. The halftone look really gave your game something, though it did sometimes feel like I was pixel hunting. The lower detail helps ambiguate photo backgrounds so you don't have people interacting with everything. At least I assume they were originally photos, it definitely looked like it!
This was captivating :) I got a skele-girl at first, and the next time it gave me a slime boy and that was great :) I still don't know what competitive vibing or artistic apologizing is, though. There's some rough places for proofreading and a bunch of repeated generation (especially with the what do you talk about links; do they need to be generated, rather than just all listed?). You need to figure out a way to make sure that lists of things don't repeat, which is tough sometimes. You might look into making custom modifiers for Tracery that you can use to like get three exclusive traces from a grammar (which you could do by grabbing the rule into its own object and selecting one and removing the object, then tracing that one and repeat x times as needed, returning an array, or something like that).
I think this is the best put together game I've played this jam so far. I did often get stuck with nothing to do but wait for something I had to come up. Maybe you should be able to send goods to further places, but at a cost of time and lowered effect. Some of the countries can be hard to drag on to, or it's a bit ambiguous which country a city is in. I couldn't tell if you could steal influenced countries from other players. Player 3's color was really hard to see compared to the uncontrolled color.
I was banned from cake cutting! Also, I can apparently work miracles by making 13 slices of cake each the same size as the entire cake. This is a great little game, but the exploit is that if you just click the same spot anywhere in the cake for all cuts, then you'll get the best score. I will admit to seeing 1/13 and not really caring to figure out where 13 slices would go :P
This seems like the start of something interesting, but right now it's just the mechanic working. The graphics look really great, and I'd love to see more made with these graphics!
For people who couldn't get this to run, you need the combined 2015, 2017, 2019 redistributable here: https://support.microsoft.com/en-gb/help/2977003/the-latest-supported-visual-c-downloads
I had no idea what I was doing until I only had two soldiers left, and they got into a predictable loop of wanting just food then water then food then water etc. I think having a slow timeout on the first few passes could help let players get their bearings, and then have the timer ramp up to make it harder to distribute things. Good take on the theme here :)
There seemed to be some kind of problem with the production boxes, as the workers would ignore the closest one often and go back to the original. There didn't seem to be any audio or feedback about what was happening, other than the zombies disappearing. I was expecting the game to ramp up the number of zombies, but they just stopped after a little bit. Even still, the mechanics are solid and seem to work well!
This is such a fantasy, being able to make several thousand billion just by clicking coins and paying people well. I hired the 2700 billion dollar per month worker expecting it would still be $1 per day, but it seemed proportional, so you just always want the highest paying person. I'd love to know what kind of business I was running :P
Hello! Thanks for playing and for giving such a detailed comment! Most of the text was the text of Through the Looking Glass, so feel free to read at your leisure if you haven't read the book! I didn't expect any players to read it in this jam game.
I spent a fair amount of time on the music, trying to make a multi-part composition that blended well as players discovered more chapters. When I finally decided to render the music, I saw it was only two minutes long and I knew that wasn't enough. I did want to make it more dynamic, gaining parts of the music with each new chapter found, but I don't have time or the musical chops to pull that off in 48 hours. As it stands, the flute comes in as you gain more chapters and the piano fades out a little (but is always present). I use jams as an excuse to practice making music, so I try to not use public domain music in these short ones. I had been wanting to up a page turn/pickup sound, but I forgot along the way, I think!
I'm planning on turning this into a larger game, and I'm certainly going to take your feedback into account :)
Thanks for your kind words about my (very short) project. The soundtrack is amazing and not by me, so please check out the artist's page on the free music archive if you want to grab the tracks for yourself or give kudos to the actual musician. I spent the most time trying to get the visuals to look just right for this one, although I think an actual graphic designer would have made things look much better. I was really trying to capture that chillwave aesthetic, which is a retro style, so the callback to things like Windows XP are valid. Sorry about the puzzle. I wrote the text a while ago and ended up making the word puzzle/riddle very hard for people who aren't looking for one. I have some ideas about how to guide players to the answer better, but that whole design was a bit rushed on my end. If you're looking for a hint, it's in the welcome message, but I should have had it say something like: "i've lost my password and need to make a new profile to recover the old one. i've hidden the access code for creating accounts in these help files, but you're going to have to puzzle it out. it's not like i'm just going to write it plain as day." or something like that. As for the groups thing, it's probably a case of too much functionality (and a lot of headaches on the design side), because I wanted the groups to look visually different from the other icons. In retrospect, just opening the groups should have been fine, even with the preview of what's inside. It would have made coding things easier, too.
A quick search grabbed me this playlist from Gizmodo. Do you have any dark and/or spooky music to work to?














