Yep. Each step of simulation each branch iterate over cells that highlighted green when the branch is selected and take equal amount of water if it remains in the cell.
pecheny
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Thanks! Each branch has it's own capacity/bandwidth taking a part of water from the cell. At the end of turn you can see how much water remains in the cell. As long as there is some, each new branch would utilize it. If there is no water in cell at the end of turn, new branches would have no impact at this cell. At this moment (end of simulation) you also can select each branch and look at it impact during last turn in the side panel.
Thanks! Yeah, I had a plan for step-by-step tutorial; display information about each root segment and its impact to the whole system.
But even the balance – i put real values of income, prices last hour before submission just by feelings and suggestions. I didn't plan schedule well this time and many important things had done last moment.
The idea of current balance – is distribution of water. Spend it to develop the root towards juicy cells or keep it for the next turn if there is no useful cards at this one.
The former idea I figured out first day of the jam was way more complex: it consists of 3 type of resources, 2 of which get by the root from the ground and third recycled by the flower according to its level. The roots had have to form transport network and player should upgrade bandwidth of certain segments along with absorbing ability.
But it's just a jam and i had trim all exceeding the time limits. The flower visuals also gone under feature cut.
Thanks!
Firefox is my main browser so it's probably not just it. As long it not just a game but my own engine (Opengl wrapper – flgl and UI system based on domkit) and i plan to use it in many other games, it is very important to me.
I suppose it somehow linux-related and maybe gpu related issues.
May I ask you to assist in finding the issue? Is it ok if i try to make a plan and DM you later? At first i'd rather try to test a HL build on your side since it should be also crossplatform and in theory i can build it under windows. But I'm not sure since i should find compatible ndll. Or look for cross-compilation. Or install a linux myself...
I also have a hypothesis it can be related to gl scissors i use to implement scrollbox. I should also look to the stream again. Is it accessible?
Thanks! Yeah, I want to add some challenge since usual forgiving idle is meditative and too boring for short afterjam play experience.
It was a joy for me too. The Roundup Roundup was exactly sudden for me, i didn't see the announcement and discovered the translation 5 minutes before stream of my game. I've been using discord for texting only for several months and it appeared that i need to download the client and set up vpn connection in urge just to watch the stream. Maybe next time I will able join the vc.
You have several types of resources. Shells, laminaries and money. To keep the business running you need pay the the bills with shells.
The toll raises each month. So you need develop shells income.
You can build and upgrade constructions which produce one resource and consume another. To build and upgrade you need money So you need to develop bucks income.
You start with building and upgrading (click to the building, then click upgrade) farms in empty slots (squares with plus sign) to pay the rent. Then you need other resources to develop so you build other type of buildings.
The challenge is to find combination of buildings to handle resource streams in a balance at given time. Then change buildings when situation changes.
I treed to understand what's going on in the game twice. Yesterday just after submission there were opponents and today – there was no one, but i launched second session in other browser window.
All i was able to figure out is that ball falling at right part of the screen can be handled by a/d/arrows and that it explodes contacting ball of opposite color.
Sometimes green dots appears. Sometimes white disc around the ball. Often it seems indicating other balls in range but in some cases it was just white disc without other balls.
Possibly the impression could be better due to detailed description of the mechanics, the goal and controls. The worse the session is too short. Start - something happens - guest XXX wins.
Its even hard to say who is the winner – you or other player. I didn’t understand also is there any interaction between users, or you just can see his/hers gamefield (which increases complication and obscurity of action on the screen). As long as something happens even without actions of any side, single player mode could aid learning the mechanic.
As for a good moments. There definitely are some action gameplay which could be fun if your understand what's going on, the visuals is very solid and i appreciate the challenge of developing a multiplayer game.
Thanks! background (with animation) was in my long list of features at the beginning but then i focused on gameplay more. The platform that doesn't roll through screens was meant as a part of gameplay challenge. I didn't try to vary this part, maybe i should and would found it more fun. It even can vary over floors to make gameplay richer.
Whoa, greatest thanks for such detailed response! I didn't hope someone find the deepness but try to put it in anyway.
The internals of mechanic is pretty simple. Each bubble put value in shared "pressure" level. Depending on pressure level the distraction (shown at the top of screen) changes. So if you keep number of bubbles low, distraction decreases and raises if the pressure is high. Low level of distraction (indicated as calm face expression) shows enlightenment. The time spent in enlightenment increases final score. High level of distraction (when the indicator is shaking) turns on the gameover countdown.
Different effects of bubbles is just different value of pressure for now. Toilet bubble has highest pressure value. I had planning to add funny outcome like the puddle should appear after disbanding the toilet several times. But as usual the time run out earlier.
Thanks again, you motivated me to keep improving the game. I guess i should just disable controls on gameover screen for several seconds, what do you think?
Well there is no much gameplay but feeling of losing a mind is kinda expressed well.
Inactive menu item, first caption passing after two enter-presses (the same for gameplay captions), last intro caption – without pressing keys at all. If you hit enter to fast the game hungs dead during the intro. Mixing keyboard and mouse controls. And sudden ening. Not sure how to value the game as a game but as experience of given topic – very nice.





