Took me longer than I'd like to admit to figure out that attacks had to match weapons.
Nice to see a combat card game where the goal is something else than killing you opponent.
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Sorry for being vague. It's hard to a void when I'm not even sure my self exactly how it's going to work (yet).
There will be a linear story though, so I guess that makes it plot-centric in some definition of the word.
The rules state the following:
While other game elements may be present, the final piece should be largely identified as a "visual novel".
How far from the traditional sprites-and-text-boxes are we allowed to venture? I want to make something akin to an interactive comic. Quartett! (=definitely a VN) is fairly similar in it's style of presentation style to what I imagine, but I also want puzzle mechanics; It will probably be a short game.
(Edit: Punctuation mark after quotation mark, not the other way around)
The game is submitted, although it's still a prototype and in need of a lot of tweaking (and graphics and sounds and levels and features and..).
I recently started at new (day) job. The place is really sweet and everyone there is helpful (and really smart!), so it if very fun. There is also a lot to learn, so I'm fairly drained when I get home 😵.
This prototype really has potential though. So I'm hoping to get back to it once things have settled a bit.
I think it's really cool that we picked the same cartridge. It will be interesting to see different we have interpreted it.
As for making bread you combine flour and water. Other ingredients add flavour to the Flour and Water, but then they have to have the same flavour to mix.
10 days to go and graphics is the sprites and their graphics are slowly falling into place (no pun intended).
- UX hints
I've replaced the Unicode emojis with sprites. Graphics are really an Ugly Baby at the moment. I have slightly better stuff, but it's still literally just on paper.
The debug is hidden; there is now some room for score, combo counter and all that stuff.
Looks like the jam just got a time extension, so I don't have to ship it in this state.
These days go by a design philosophy that a although a game should be interesting to design, it should be more interesting to play. The logic behind it is that if the reverse is true, if the game is more interesting to design than to play, then it will never be completed because the designer will just keep designing on it forever.
The short version of this weeks progress is that I might have passed the point where the game is more fun to play than work on. Although there is definitely still lot to tweak I actually find my self getting distracted from working on the game because I incidentally started playing it instead. This is a good sign, even though it has a slight negative impact on productivity.
Highest priority right now (in no particular order):
- Fine tune gameplay (drop rates, difficulty etc)
- Improve UX to reduce cognitive strain (make it easier to see what's going on)
- Unicode emojis -> Sprites
As of Friday it is now (theoretically) possible to reach a 'Game over'. You lose whenever the board fills up and all the ingredient spawning tiles are covered by ingredients.
The high priorities right now are (in no particular order):
- Figuring out the correct board size
- Deciding on turn based vs. real time
- Getting started on aesthetics
I might need a musician (if I have time to implement sound support at all) for a puzzle game. It's an open source game, so any assets produced could potentially be reused in other contexts without you explicit permission. Would you be OK with that?
I like how your design process seems to be aesthetics first, staring with the cartridge then figuring out the game from that. As more of a a mechanics-first designer it's interesting to see someone start at the other end of the spectrum.
Mai-chan's SWEET BUNS
Louis／Web developer & comic artist
In this deliciously tricky puzzle game, you must grab Mai-chan's SWEET BUNS to stop them falling into the wrong hands! The nefarious RAT KING and his dastardly râtisserie will stop at nothing to ensure the world only eats nasty SAVOURY BUNS!
Picking this one was a no-brainer. I already knew I wanted to make an action-puzzler, and the artwork on this cartridge is stellar.
Three days (keeping a comfortable pace) in and it's almost something playable (although the graphics don't really do the cartridge justice quite jet).
The game is written in Elm, a purely functional language that more game developers should try out.
required bumblebee petition introspective mythology tax bingo stuffed chef pants saxophone ham sprinting unintended allergy keyboard song sprinkler multitasking news
(Or am I to late? Can't seem to find the jam theme on the jam page)
And in the end, the criminal won't be marked for you - you will have to choose from the list of suspects. And if you are wrong, the game won't say it directly, because every suspect has motive and means, and there will be a chance to accuse everyone of them. And if you choose the wrong suspect, you won't get the correct answer, so you'll have to start again.
First I thought: So basically, you can never be sure you got it right? It just ends and you never really know! This is a very realistic game O.O
Then I realized it wasn't a randomly generated scenario. So it's not that harsh.
Anyway. What platform are you targeting?
First Weekend progress
After valiant efforts there is now a (very early) deduction UI. The idea here is to let the player chose what observations are relevant to complete a deduction. There is no limit to how many or how few observations may be required. The player must find an exact match.
Doing it this way makes it practically impossible for players to brute force their way through the game. Every added observation, be it relevant or a red herring, doubles the possible permutations.
(This is still not integrated into the actual story. Colours will have change a bit to.)
The big advantage with Heap and HTML-based games is that, after you've added their script to the page header, Heap automatically tracks all user interaction events on the page. In other words, metrics instrumentation is requires a very small effort as long as your in game actions have unique link/button texts.
Holmes as a real estate agent? Sounds less like "a little absurd", more like "a little brilliant" to me!
As a fan it's also marvellous to see more people putting the great detective into light from new an unexpected angles.
Above is the Full playthorugh funnel metrics from v0.1
Looking at this graph makes me a bit sad since the new mechanics are going to be after the drop of. So unless I do something about this then only 20% of players are going to ever experience the new mechanics. Something will have to be done about this.
For this Jam I'm going to try something I've not done before. I'm continuing on a prototype from a previous JAM. It's a (extremely) short adaptation of the Sherlock Holmes story 'A Scandal in Bohemia'. My goal for this Jam is to take it from minimal interactive fition to something with more mechanics.
Since it's been in a previous Jam, there's already a game page for it:
I plan to design and implement mechanics, continuing on a prototype from a previous jam.
However, I'm not a (skilled enough) writer. As a work around for that I'm using an existing story (The scandal in Bohemia) as a template. That said, A.C. Doyle left some blanks, so if anyone feels like helping out with shorter blocking and dialogue snippets, then that would be highly appreciated.
An illustrator, preferably with a matching style, would also be awesome.
sheilaheady - Might get back to you on this one. Can you also do atmospheric sound-scapes (something that subliminally heightens immersion, but does not have a melody or anything attention grabbing)?
Basically any illustration draw or photography taken during the Victorian Era should be in the public domain by now. But that said I'm a bit insure what applies to contemporary compilations/collections (books, websites, etc.) of this material.
Perhapes you can contact the history department? They might have an archive and Univerities usually like to share.