Thanks for taking a look at the game. The font is a free pirate font I went searching for. The name is a reference to non-Euclidian theme I had intended to implement. As in The geometry lies, so it was a pun. The combination of ship buoyancy in the non Epic Games water plugin of Oceanology Legacy, combined with 'infinite' ocean learning, and pitfalls, and programming the wind and ship controls as I'd like them as well as getting used to the ones I had before me proved difficult, and took up 2 thirds of the Jam. After that it was simply a race to add some atmosphere to the world, and an end game, as the non-Euclidian asset was a bridge too far to add into the world. If I keep working in the world I'd likely start from scratch, to do it better this time around, without the time constraints. Anyway thanks for taking a look at the world. If the music was pitching I didn't notice it, being 50% deaf :). And yes, gameplay took a hit, I fully acknowledge that.
Loucsam
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Nice atmosphere, graphics and sound, but I simply couldn't work out how to get that crane working after 15 or so minutes and gave up. Read the emails, moved the boat so i had 3 dashes(multiple times), went around all the radio stations(multiple times), stopped at every one to check the crane, and always offline.
I'm not a visual novel guy player, more an FPS person, so this was an out of body experience haha. I was pleasantly surprised. It was visually and aurally quite pleasing. from the bubbles to the images, to the background music, even the lovely menus. Also the wordcraft was pleasing from someone who appreciates good use of words. The detail itself in the images as well as the colour palettes was beautifully crafted. A work of art, no less. Excellent story line had me interested right through to the dissolution ending. Congratulations on a very well crafted game.
Hi @Beregon. I might like to enter a late submission. But I didn't even join and haven't started a submission page. Is that still possible? I'm sort of almost at a point where I can at least put in a small submission, even though it isn't complete, far from it. Hoping within a couple of days I can submit something at least. Cheers Max aka Loucsam. If not, no problem. I just needed to do enough things to show it is about the Christmas Miracle(e.g. narrative stuff in UMGs, and some of the more obvious bugs, not all, not enough time or energy for all haha, barely 30% complete of what I visualised.).
Quite good for a Jam Game, with a good arty vibe. I wasn't sure what the horror side of it was(likely because I didn't get far enough in), and on day 3 I picked up a box before I laid down the pallet and that meant I was stuck, as I could not put down the box to pick up the pallet. Game over. An unexpected technological menace? Well done anyway, especially if a first effort into UE.
Subscription payments for anything are a scourge on mankind. That is my opinion. One payment, that's it. You make me keep paying, you don't get a sale. It would have to be very, very, very exceptional for me to break my rule of going subscription based. Stop continually taking my money for it. And especially stop taking my money for it if you know I am no longer logging into your site and using your services. No scruples most people who accept subscription based payments. Or they make it difficult to break the payments. Sorry, clearly not a fan here(of the subscription based ideology).
This is my submission:
https://loucsam.itch.io/wheel-of-ms-fortune
It is not finished yet, and won't be finished by the end time. I would like the extension please. I submitted an entry a week ago. I will attempt to put in a newer entry but it still isn't a complete game. Cheers.
Oh and I misread, didn't realise the submission period had ended, timezones suck lol. So I didn't in fact get a newer submission in then before the end lol.
Hi and thankyou for commenting.
The pieces which don't move are relics of attempting randomisation of placement of the pieces, which I ran of of time to finish, and also to clean up lol. Also my 2d radar kind of sucks, it so short distance and forward detection , and at the speed the ship is travelling it is of no use. I'm in the midst of implementing a 3d version, and whole of map detection, but now concerned finding pieces will be too easy. I'll try balance that with more enemies. Regards.
Hi and thankyou for the expert opinion, and playing of my game. I've changed the game within 5 minutes of reading this to implement antialiasing, and wow it made so much difference. I can't thank you enough. I've tried FXAA so far, and will experiment with temporalAA and MSAA to see which is better. Never even played with AA before now lol.
The pieces which don't move are relics of attempting randomisation of placement of the pieces, which I ran of of time to finish, and also to clean up lol. Also my 2d radar kind of sucks, it so short distance and forward detection , and at the speed the ship is travelling it is of no use. I'm in the midst of implementing a 3d version, and whole of map detection, but now concerned finding pieces will be too easy. I'll try balance that with more enemies.
Regards.
Hi, thanks for taking the time to write up some comments. The key to flying is very small mouse movements. I'll add flipped mouse controls later too. I'm also going to add a flying course through suspended rings. More of a reason to kill enemy and turrets, actual health damage to the player etc. 3d radar. As the enemy danger levels will get higher through the levels, the skill levels of the player, and weaponry will have to improve. So I'm thinking it will go down the rogue lite path.
Minimalist design is often good. An enjoyable enough game. I didn't read the instructions before hand, yet eventually found the right keys to control it, and the gist of what to do.
My suggestions:
-Very subtle grey lines in the white board to help your eyes line up with the blocks just that little bit better.
-On hover, make the red or blue blocks transparent so you can see through to the the arrow directions better. Or, place a temporary transparent coloured square as the square to where it will move to as opposed to the arrow. Or raise the arrow, all the way to the top of the cube. (in other words, make it easier to see, when it can't be seen))
p.s. ALT F4 is not an acceptable way to ask players to end a game. :)
No problems at all with install or graphics, looked nice enough. Performed flawlessly on my RTX3060.
Certainly advanced coding or plugins going on in the background here, so kudos to having the knowledge to being able to massage this into something playable. It took me a while to work out how to use it, and I couldn't work out how to rotate the water dispenser which seemed a vital thing to need to do. There's a decent fun game waiting to be made with these tools. Good job for a week's work. Well done.
I'll certainly add a control flip key press asap, after the jam. Time constraints prevented me adding it. I didn't finish a heap of things I wanted to get done in time. Cheers for taking a look at my game. At the moment the pieces are hard coded in the same spots, and in future they will be placed in random positions, as well as a bunch of new levels Thank you for taking the time to comment..
I have to admit, even after playtesting 1000 times there were times when it was hard to find some pieces lol. I'll change the radar type after the jam to scan the whole area to make that side of things easier, and balance that with the need to have to shoot enough turrets.
Thanks for taking a look and commenting.
Thank you for playing and commenting. So much more to do, there was so little time to get things done, so this was a bare bones effort to get it working, and far from my satisfaction. High on my list is to change the radar type to one that scans the entire area rather than a small forward area. In future there will also be a need to shoot down enough turrets before finding pieces, and I will make it clearer what you need to find. There will be a countdown timer and multiple levels, as well as a just free roam shoot the enemies. Hopefully I can get some enemy ships shooting back. Cheers.
p.s. I might have left in a cheat key, press Z to initiate the central tall building to fall away, uncover the portal and enable it, then you can fly through and finish the level.






