Seems fun. Maybe I was doing okay, but I wasn't sure. Hard to know what made things a success. I think you should change the sound when you drag over something to be a small click rather than that "wang!" noise, because kept thinking I was doing something wrong! I like bejewelled blitz, so a timer would be my thing, but I know candy crush doesn't have one.
kodikos
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Yeah.. it is odd. The staples do have continuous interpolation set on them, and I had made the moth colliders thicker. I was also chasing a bug where if you replay in the same session it left the pool items in an inconsistent state, creating "zombie moths", impervious to stationery! Could be the return of that bug... and, that could even be the sequel! On the win version it's easier to see if you're over or undershooting, could be that.
Nice game, I liked the hex and low poly asthetics. I got to lvl 5, but my catapult didn't seem to fire. I suspect it's because I didn't have enough people, but it was hard associating what resources you have and when they would return. So I think a little more feedback to the user would go a long way.
Having only just had a go myself at a driving game, I can appreciate this is a great effort. I didn't realise how complex the wheel collider stuff is, and how to get an even vaguely reasonable car sound (I had to compromise for my web version as the channel pitch change is broken). Downsides I found were similar to what others have already said. But it's got an atmosphere going for it.
I think you know it's great by now :D As someone who used to work on a production line for PC builds, I didn't need a map!
I thought some kind of sound as you move would be good, even if it's just you quietly going b-b-b-b-b! Liked the subgames, but minor annoyance was having to switch back to mouse for some of it, but that's fine for a jam version, my game does the same! Maybe working out a better way to make it clearer what's foreground and going to block you vs. the "floor", but it doesn't take long to work out, and you had it covered with the "wander around" tutorial. Maybe having several missions on the go at the same time would be a good expansion, they would have differen runtimes, because that's the fastest DHCP renew I've ever seen! Excellent job!
Yeah, I was getting this too.. hence I left it as unlimited ammo so you could pummel or leave it on autofire, and of course, running them over! I think it might be the resolution on the web version, it seems a bit easier to see that you're over/undershooting on the hi-res native version. Great feedback, thanks!
Hi @redonihunter. Thanks for the correction about jams vs games on this site.
Your discussion of how to make games accessible when their core mechanic relies on ability is interesting. If you did provide options that "nerfed" your gameplay, does that stop someone enjoying the experience of playing it? I actually don't know. You the developer not cannot easily make judgements on the enjoyment that someone may get from playing it. But at least they can experience the game in some way. Take your example of a blind person and an oil painting or visual-based game. The accessibility is being able to give the person a description of it so that they have at least some frame of reference in which to understand it or talk about it with others. They're not left out. With my latest game, despite being a timer-based game, able people were asking for a slower or non-timed experience. Ability may not even come into it!
Of course there are problems if you bring people of different abilities together in some way, like high score tables or multiplayer, but there can be mitigations. But as you say, they take time and effort, which is difficult for the small developer. We do what we can, but it's important that we try to do it.
There are tools for checking some of these things. Colour blindness, contrast levels and text sizes/clarity can all be assessed just from screenshots with simulator tools. Designers usually have studied this a lot so that they avoid problems right from the start before it becomes expensive to correct. You'll often hear things like taking a mobile-first approach, because it's deemed to be one of the lowest common denominators with the simplest kinds of interaction and smallest screen real-estate.
This site is worth a read, just for awareness of things, https://gameaccessibilityguidelines.com/.
I think this site is not good for it because it's mostly it can be devs producing games in jams, where the time limit means there's little time for accessibility implementation.
And in a way, that's part of the problem - that it's so time-consuming that devs often can't do it. There need to be better ways for devs to feel able to support a11y, extra tools for engines and the like. It's unfortunate that in some cases I'm seeing the engines themselves not providing key features.
What I would love to see for game jams is that after the submission deadline, there's some way for devs to add in missing a11y features. But when devs are more practiced with it, they would probably be able to do it as they went because they would know the implementation patterns. Particularly where in some cases, the a11y feature is actually the absence of a game mechanic, or is a handy feature for testing, and hence feature-flagging those mechanics straight away means you only need to provide the mechanism to set the flag. I would love to see more discussion about good practice like this.
That's exactly what I'm trying to achieve with this, exposing this fun combat puzzler. I had planned for a guide in the game, but it was going to be unlikely for the jam. And yes, I can make the circuit designs easier/more difficult quite easily, but I lacked the time to do the UI. The AI is also bit of an idiot at the moment, but the intelligence is pluggable.
Simply a ton of fun! Gorgeous graphics and excellent simple and fast gameplay, with a good balance of difficulty. When I went in to play a 2nd time, there was a crash, which is a known issue in Unreal on windows https://forums.unrealengine.com/t/shipping-build-crashes-with-dx12-and-raytracin..., I just deleted the upipelinecache file and was up and running again.
This is very atmospheric, that feeling of being very exposed, and you panic if you see or hear the robots close by. I still haven't found a way out of it. Played a few times, and I'd really like to get to the end, but unfortunately, it does make me seasick. I think with having to do so much twisting and turning to see what's going on and building up a mental map of the labyrinth, the swaying makes me dizzy. But other FPS' like ROTT2 did that to me too, just getting old, I guess!
All fair comment, thanks. Not played with post-process filters, but seeing El-Dee's game, I can see it does add to the feel so I'll have a look into that.
Unfortunately, yeah, I ran out of time so didn't get as far as having the beasties come after you, not even inflicting pain, but I left the models that I created in the rooms. This will probably be no. 1 thing to fix after the voting ends. At least you provided some things for us to hack at in this jam!
This is pretty dang cool! I haven't played GnG, so dunno if there's anything missing on that count. But everything works well, except the bat disappeared when I added to a later part of the level - maybe it fell off a ledge or something, but it looked really amusing. The only issue I found was that it took me a while to work out how to scroll the view along in the editor, because I couldn't see the slider background.