Heh, yeah! But hey, that's the "nature" of procgen, you define the possibilities, not the result. :)
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You can use any tools/programs, as mentioned in the FAQ. The resources section is just things that have certain stuff set up for you, I will add more if/when people put them forward! :) I'll reword that section though, so it's clearer!
Thanks. it'll definitely evolve some more over time. And ya, there was an idea to craft beacons, that you could place and reference later, and it'd tell you general directions and such. Didn't quite make it in, but will do in the future cause then you can find your way back to places you know. :)
Thank you for checking out and reviewing my game, I appreciate it. And yeah, there is a wee bump of a learning curve, luckily with HTML5 having the controls and guide on the page is convenient. I do however plan to include an "advisor" style tutorial in the future.
Really cool game! I got 30 kills! Picking stuff up was a bit awkward, having to mouse over and press E. But once I got the things I wanted I was grand, haha. Bounce balls and rockets = OP. :P
Thanks. And yeah, it's a culmination of a couple ideas I've had for a while, so I knew mostly what and how I wanted to make it. For example, I knew the map would be big, so I have it, and things on it, generated from bitmaps. I did the same thing in my other game "Minoan" which is very similar.
Both great ideas, I'll implement them when I get round to updating it. Yeah, the AI is actually rather basic, but it works in the context of gaining score through trade (because it tends to take random, usually longer, routes), and it has some random elements to the point where the first few decisions it makes can define its behavior for the rest of the game.
Really nice game. Sadly I found loads of diamond blocks but I don't think they're mine-able without a gold pickaxe? And I didn't find any gold at all. The controls could definitely use some work, and correct feedback animations would help. The crafting works nicely, though a bit tedious when you want to craft multiple things, like food, you have to fill up the boxes again 1 by 1. I'm aussimhg the map is generated, causes it's quite large and I found villages, I think I found a door or something (looked like a diamond padlock on it), but couldn't break it. I had to quite because it started slowing down a lot, it was raining and I think there was a ton of instances at this point.
I like the Nuclear-Throne-esque gameplay, with the generated levels. I found the crafting a little weird though, heh, I managed to make some stuff, got me a shotgun! But some things didn't have a tooltip so I wasn't sure what they were, let alone how I could use them. I never got to upgrading the engines. Looks and sounds good though, I'll have to try and beat it another time! :)
I also couldn't get it running, web nor Exe.
OK, works now! I like the concept of creating your own combos. Though I'm not sure I can kill enemies other than knocking them off the map? And what's the blue ball for, I got that to 0 health and it just recovered.
I'll have to play more of this. Took me a while to work out it's pointless trying to axe a zombie! I dunno how but I accidentally quit the game when I wanted to leave the menu, the X button was just too tempting! The game looks and sounds great!
Like, take out the timer? I hope to be doing that eventually, the idea changed a fair bit during development to meet the time constraint. Lots of things were originally meant to be different, and there was meant to be a Viking faction that raids from the sea and can only hold certain coastal regions.
Great intro, really sets the mood for something. Sadly it does end rather abruptly, but I hope you continue this, even if it's just a handful of levels, it would make a nice small moody game.
If you want it to work you'll have to use Chrome, FireFox or Opera for now I'm afraid. MS Edge, like MS IE, doesn't have support for a lot of HTML standards and is still buggy with what it does support as far as Stack Overflow reports. If it's just keyboard though I should be able to implement a work-around. Thanks for the help! :)
So settlers now have to chop the trees to build a fire to keep warm. Due to lack of time, a lot less than I thought I might (but that's December for you!), I'm going to have to cut out the cool parts of the game and make it even simpler than I would have liked. New idea is to simply build the houses for the settlers to live in. You get points when a settler moves into a house, and lose them when a settler dies, houses can get full. Another idea is to get bonus points/events when you have 5 of the same card in your hand. I'll finish with something anyway... :)
I'm sure it's something you noticed, but I have to mention it because it disturbs me, lol: The jagged pixel edges on the sprites with non-right angles. The square looks perfect even when it rotates, this is out of place with the constant presence of the pixel edges of the triangle. It's like you're scaling the game up but letting it add the pixels. I would suggest either scaling it 1:1 (so square rotates with jaggies) or using primitives (preferable, everything is perfect). :)
With respect, he didn't "spout nonsense". He didn't accuse anyone of anything, only stated his observations based on reports of software he had and that other users should exercise caution with ANY files. It's likely that he hasn't encountered the problem before. Those of us who have know how to solve it/ignore it.
Just a mockup atm, colors will definitely change!
But the idea is something similar the Reigns, but you can stack the cards to make the choice later and you get a visual representation of your "kingdom". So cards come in and you can chose one to "play". Depending on what it is can cause several things to happen. Like spawning people or buildings, or launching a bandit attack etc. You have to balance the good and the bad, pick too many good things and you may not survive the bad things you've been stacking up that you will inevitably have to play! The likelyhood of bad cards spawning increases with time, meaning you will always lose eventually. :)
Using my own web-based IDE to create the game. Started working on that in September, very much alpha stage, and this game will be a kind of soft-run of that. Also, a first for me will be using SVG graphics.
I've been in much smaller jams that had a good Twitter presence. You don't have to use it personally, but for those of us that do use Twitter you need to have it on the page otherwise we can't engage because there's no common hashtag. People will be sharing stuff on Twitter anyway, the hashtag will just let other participants know where to look to see it. >.<
Twitter is probably the best and easiest way to share progress and be more engaged with game jams. Could you add a hashtag that we can use for the jam, itch.io allows you to set one on the jam page. Just #MinimalisticJam would be great. :)
That category was more to do with the "use of space", which, given it is the point of the jam, makes it very important really. So, it will be staying but will likely be reworded to be clearer.
Also, on your point about anything less than full marks pushing someone back several pages, is simply not true. There was some complaint from individuals about being ranked under 100 in that category, and thought that was bad. Where it actually isn't, the majority of games got very high averages in that category, and it's just a matter of "you can't all be first." If you care enough, you can look at some entries and do the math and you'll see. One of the top 10 places, for example, is ranked 93rd in Authenticity and still has lower averages in other categories in which it's ranked higher. And the Overall ranking is based on your averages, and some magic with the number of ratings, thus the ranking of Authenticity doesn't really effect the final positions that much.
Ultimately, I think it's more about people being confused about how the system works, rather than the system being wrong. But I'm open to feedback, we got a while to work this out, after all! :P
It's a really neat effect. Some games are just rendering in 3d and down scaling it, that doesn't look so good. This method probably takes a little more effort, but the result is 3d-esque but super clear/not jaggedy, certainly worth the effort. I definitely want to try and use this technique at some point. I did already have an idea of the process, but thanks for the link, it never hurts to see how other people approach the same problem. :)
OK, so for those who posted their game here, try and play each others games and vote on your favorite. Just your favorite! You may make a new post! Whoever gets the most favs wins the coveted "very niche bragging rights" prize!
Other than that I hope you enjoyed the jam and that maybe these small challenges helped you along. :)
Thanks, and I'm glad you enjoyed it. Yeah, experimentation and discovery was what I was going for with the buildings and the different combinations. I did plan to add achievements to reflect this. When I do an update next month, I'll add more buildings and get those achievements and other features in.
Thank you for your comments!
Yes, there is rules to road, and all tile placement. But it's handled for you, it should show green highlights in spaces you can place a tile.
Yes, I've heard a few issues with the inventory... I didn't have them during development but I will look into them! I plan to release a new version next month, so hopefully that'll fix all these things. :)
Nice, simple, fast-paced action game. You can't go wrong with big guns and lots of bullets, really! :) I did wish the music was a little quieter during the voice over as I couldn't make out some of it, though both were really good and well suited. Very cool!
It is a nice game. Very weird choice of keyboard controls though (Alt, Ctrl, Shift). I ended up bugged out somehow (playing the fixed version), I got killed by wall spikes and was left on a blue screen with "SANDALS" written on it! >.< Good looking though, and very nice audio!