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Mutasheep

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A member registered Oct 10, 2022 · View creator page →

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Holy hell...this is so good dude...such a cute donkey :)

Decided that I will be continuing with this instead of starting new projects all the time, since it'll be easier to rework this as I need to. It'll take a bit of time to get all the reworks I need to do in place, but the game should function a bit better when I'm done.


Very very high on the list is save/load, but because I was kinda stupid and under time pressure to get it done I made some bad development decisions which make it difficult. It's WIP though.

I'll keep updating the comment thread as I work away at it. Thanks for trying what's here so far, I think with people's suggestions in mind I'll be able to make this into something really cool. ^^

Thinking about this concept more, there's some things I think I could improve at a foundational and conceptual level.

Things I like about my game:

      • The dynamic progression of TFs and the descriptions.
      • The systems I've designed to allow for partial TFs, parts with multiple stages, and possibility for custom species and chimeras (which aren't fully implemented).
      • Mad science theme and UI-based approach. Lack of extensive 2D gfx means I can focus more on the systems and making them work together. 
      • Design-wise, managing the staff side as well as the subject side and how they could potentially interplay.

      Things I don't like about my game:

      •  I don't particularly like that you make all these animal people and then immediately get rid of them to a contract. If they had some staying power or reason to take care of them after you make them, it wouldn't be as much of an issue. Production morphs are one thing, but that's a very narrow band of species.
      • Narrow selection of stats to affect. This would need quite a rework, but I'd want to have more than just the three stats of production, social and combat. It seemed like a good idea at the time, but perhaps a more rimworld-like approach of having MANY stats that can be tweaked by parts is a better play.
      • The window idea is fun but gets hard to manage in Godot. If I wanted to expand it further I'd need to fundamentally alter the architecture of how I set up my game, and use scenes and signals far more than I did. I *like* the windows but they don't seem to be very customisable and can be a pain to manage refreshing and updates when there's a lot of things on the screen.
      • Some of the systems I made were scraped together and duct-taped to others, and I hard-coded too many things. I didn't store everything in one place, which made managing resources a pain (they also weren't Data-driven). Many of the design decisions I made earlier held me back later and weren't as fluid as I'd hoped - ie they caused a lot of bugs and troubleshooting from unintended behaviour.
      • Because of the amount of hardcoding I implemented and some decisions I made with how to assign objects to things, saving and loading would become an absolute nightmare. I need to figure out a better way of doing this and I need to begin implementing it from the START.

      This is the largest game I've made in Godot and it feels pretty small still. There's a lot more I could do with it but I'm not sure the core concept is what I want to go with for the future.

      However, there is some merit to it and I think there's a version of it that ends up being kind of fun, but maybe not as fun as another way to rework the game from the ground up would be.

      I'm thinking something like half sports team manager, half mad science TF game. You'd make your creatures out of former (fictional) sports players, and send them out to fight other chimeras in an underground arena. You need to contain them, prevent breakouts and outbreaks, manage your resources to keep them fed and happy (and paid, if you want to do that). I'll need to plan it out in more detail, but it'd solve a lot of the issues I have with this (and I do want to add some modular portraits too).

      I want to focus on GUI design and deep, interconnected systems because I see a LOT of gameplay potential for how to build and deploy chimeras and how best to present this to the player.

      I will try to fix as many obvious bugs with MUTALAB as I can, but I think beyond that I might need to evaluate a full redesign from the ground up.

      Let me know what you think!

      Thank you! It does need a lot of expansion on species/biomes etc as I built most of the systems to allow for a lot of options. Still a few reworks to do on some things but that'll come with time.

      No worries, thanks for the detailed feedback! There's a lot of things I want to change and fix so this gives me a good list of important stuff to start with.

      Oh, well that explains what I've done wrong there exactly thank you ^^

      That is actually kinda funny...I'll fix it though.

      (1 edit)

      I probably missed something then ^^ I'll have a look at that as well. Thanks!

      You need to unlock the other biome by completing one of the contracts.

      Shift select, sorry should make that more clear

      I'll see what I can do

      I can add a means to do this, do you know what exactly happened to make the changes never finish? Serum type, any modifiers, gender etc

      Thanks for letting me know, chickens were the last thing I added and I didn't get a lot of time to test them, so I'll have another look

      (1 edit)

      Oh man this is something I always wanted to make, so I'm glad to see this be a thing submitted to the jam! I've played around with it a little bit (and I'm going to play some more) but I'm enjoying what's there so far. 


      I will say it's a little RNG at the start as to whether you encounter a hobgoblin with a longsword when opening the first door, but games are easy enough to restart that it isn't too much of a problem.


      System-wise I haven't found that many mutation potions but I did note that one game one of the first ones I got was quadrupedal, which is kind of funny to imagine with no other mutations - perhaps some means of gating mutations behind having some of a different category (or having a certain amount of mutations), or progressive mutations that can be replaced by more advanced stages.

      Quick note is having ESC both exit menus and the game itself made me accidentally quit the game when I wasn't intending to, perhaps this could be changed to something like Shift-Q to prevent this.

      Overall I really like ASCII roguelikes so this one could get me playing for a long time if you keep at it, really nice opening submission and I'd be keen to see those future updates for sure!

      Thanks everyone for your effort and submissions this year, we had double the people enter, and nearly double the amount of submissions from last year! As always, late entries are available - please send a DM to @MutaSheep on Twitter or Telegram in order to get a link to do so.

      Now's the time to go through the submissions, play em, and leave some comments!

      Heya! Thanks for the submission - however you may need to check the visibility settings as I'm unable to view it.

      Your projects must be submitted in 23 and a bit hours from now. If you miss the deadline and want to do a late submission, please DM @MutaSheep on Twitter and I can send you a link to do a late entry. ^^

      Good luck and I look forwards to playing them. Good show from the people who have already submitted their projects!

      Holy moly there's so many endings to this! Love the descriptions and the progression is very fun.

      (1 edit)

      Welcome everyone to TF23 - hope you've got your ideas sorted and if not, you'd better get to it! Feel free to team up and swap assets, share concepts and ideas if you want - just get your game submitted before November 30th!


      Important note - the jam is running on New Zealand timezone (this I cannot change), so for those of you in more populous parts of the world, it starts early and finishes early, please bear that in mind!

      I enjoyed this and the spoiler system for avoiding things I didn't want to do - also liked the gradual changes! Would be interested to see some more locations and pathways in the future as well.

      Thanks for joining and submitting thus far everyone! We have some good variety in the submitted games and I'm looking forward to trying them all out. Now you get to play all the various games and leave a comment - it could be something constructive or just what you enjoyed about the experience! This is an *unranked* game jam so there aren't any awards for best game, but authors would still appreciate your feedback especially if you're a submitter as well.

      So to serve as a nice capstone to TF22, let's deliver some upbuilding feedback/comments!

      Thank you! Glad you enjoyed it :) I do want to work on it a bit more and add a proper map, maybe some soldiers that shoot at you, and the like.

      That's awesome! Thanks for the post, fluffy! ^^