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SeikLuceid

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A member registered Nov 28, 2018 · View creator page →

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Highest I 'can' get is stage five, the six by six grid.  However, it goes all the way up to stage nineteen, a 20 x 20 grid.

Quite the interesting game.  A bit of a learning curve to really grasp how not to lose rather suddenly, but even so, it's still quite interesting. I would actually play this game. The lack of information is it's only draw back, but then again, not knowing is part of the nature of such a simulation, so it does work in that regards.  The passage element is certainly 'broad', but it would need to be to not be more of the same, so all in all, 7/10 in my opinion.  With polish, and accessibility, I think this would be a game worth continuing.

Certainly a strange game.  I'm also of the opinion that it could use some more levels to really be particularly interesting, but as a premise, it is certainly a viable game.  Perhaps with more of a hacking element, or clues instead of outright answers, for more of a mystery feel, then perhaps the game would be quite enjoyable.

Due to limited time: The game may lack proper instruction. As such, allow me to assist:

Escape from the Game Screen will close the game.

If you select Unit 1, you will receive the unit: Press Spacebar to let it begin Patrol.

Unit 2 and Unit 3 are placed units, which means after clicking on one of them, you will then click on a non-roaded area to spawn them.  Their radius are visible, but place carefully.

A 'day' lasts 3 minutes, but this can be sped up using the arrow button at the bottom right, allowing you to increase the pace of time by up to *3. 

You can modify the difficulty by reducing the timer to spawn enemies (red dots) or villagers (blue dots).

The submission is not fully featured, as the population value is not set, as intended: which was to be based upon villagers successfully making it across with their goods. Currency also does not adjust per round.  Each round restarts from the base values.  I would recommend trying to use the base 1000 gold to most successfully defend from an ever increasing difficulty.

Unit 1 - Patrol costs 100 gold.

Unit 2 - Vanguard costs 300 gold.

Unit 3 - Archer Tower costs 200 gold.

If you would like to see this game refined and finished, please feel free to donate to support the effort to acquire art assets!

This game was made by:

SeikLuceid - Programmer

Dejin - Programmer

SassyKeys - Musician

With a couple CC0 art assets used from OpenGameArt.com (Very few... it's quite obvious)

Come tomorrow evening, feel free to try it again. :) I'm updating it to offer a bit more instruction in regards to the puzzles.  The narrative is meant to be sparce, but hopefully, it'll be better with the coming update.

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While it was not intentional, it was a part of the FPS controller via Unity's Standard Assets, there is a sprint option with left shift.

I do agree, in regards, to the 4x4 puzzle.  It is removed on the next version, which will be updated after the Jam ends.

Polish would be good, though I lack art skills, so those are kind of on a limited basis. In the next installment, there will be a few landmarks added, specifically one in each of the more empty rooms to give the player orientation, and forms of reference to better get a feel for the dungeon itself.  Though not a significant amount, given the fact that the purpose of the game is exploration and discovery, I.E. that the player should feel lost while navigating, but it was indeed perhaps too pervasive in the v1 of the submission. Thus the change in v2, due to be upgraded on 8/1/19, in the later hours.

Yeah, I can understand.  I was working on my game for 71 of the 72 hours, well, besides sleeping, and the last hour was spent doing 10 builds trying to iron out last minute build breaking errors, or debug things left in, or settings set, that allowed me to test. xD  I remember my first build, the ending wasn't triggering, it was because I had forgot to 'save' my script when I built it, that would set the ending 'active'.  I fixed that, but to test it I had manually given myself the battering ram to get through the door leading to the exit, only to then try the game build, and realize, now the player had the battering ram from the beginning.  Rebuilt that, and tidy'd up the 'ending' code, only to realize that in doing so, I had stopped capturing the movement data when triggering a puzzle, so now players would trigger a puzzle and be able to run around the dungeon with it on their screen!  Last minute aspects are a tremendous pain. lol  I know, next Jam I do, to plan to be 'finished' on the second to last day, no new things added after the second to last day, and spending the whole final day on testing!  Yet, if I had done that here, there would only be two types of puzzles, no ending, among the problems the game still has!  So, oh well, lol, first Jam for me, so it's been a great experience!

Yeah, in the updates I'm prepared, I'm placing a distinct addition to four locations to give some semblance of awareness to where you are or where you've been, four statues that give each room a distinction, as well as a semblance of direction.   Leaves the player still having to manage their location through memory, but gives them some clues as to how to learn the layout without having to retain all of it on an imaginary layout, they can essentially 'map' from any of the statues and get a vague idea just by exploring.  I think it'll help a lot, just hope it doesn't make things too easy, and lose it's discovery appeal.

Yeah, I used the FPS controller from the Unity Standard Assets, which sadly, has a whole suite of features built into it.  I suspect the camera issues might be because of that.  It was a great option for going as far as I did in such a small amount of time, but yeah, it has it's issues.  It worked more or less as intended, but it was a bit 'heavy' for the limited needs I had for it.  It did add it's own step sound effects and such, which helped as well, so I can't say it was a bad choice, but it would be a better option to make my own FPS controller if I expand the game much further  Thanks for the tips, though. :)

Well, if it is something you'd like to explore, I'll gladly not stand in your way. :)  Feel free to make it!  I might look into it, but I've got so many lines in the water at this point, and I'm still rather inexperienced designing puzzles even in small scale like this, that it won't be anytime soon if I did. lol

I'm quite glad you enjoyed it so much.  I was hoping to avoid instructions as much as possible, to make it a more of an exploratory experience, but I think going for that with an audience that is looking for substance probably wasn't the best approach. lol

That's an interesting thought. xD  However, after 4x4, I don't think anyone would have the patience to do so.  I'm thinking of removing the 4x4 version, as too few of people seem able to get past it, nor explore without completing it.   Probably since they don't 'know' that they don't have to get through that door to reach everything.

I actually really enjoyed this game.  It had consist gameplay, multiple stages which increased in difficulty.  I finished the boss room with 3 seconds remaining, phew.  All in all, one of the most complete games I've tried thus far.  The balance of time remaining felt a little skewed at times, and I personally had to two hand it, one on the spacebar, and the other on wasd, as for some reason, one handing it was slowing me down too much; but yeah, a good game.

Thank you. :)  I'm quite glad you enjoyed it.  I have been considering the layout, the dungeon itself is intended to be somewhat labyrinthine in nature, but I think having something unique in each big room would actually give the player a better sense of where you are, without being as in your face as a minimap, or a compass.  I wanted it to be a 'lost' feeling, but it might've been a bit too much, with the lack of debris other than gameplay related. 

Yeah, the balance of the information was intentional, albeit done poorly, but intentional.  Some things needed explained, but part of the experience was the sense of having no information, thus the lack of map, or orientation.   You were meant to be lost.  The objective was self explanatory with the mundane name, though the motivation to do so was certainly not explained.  I tried to give it a bit, if you look at where you begin, you fall in through a hole.  Not exactly narrative in scope, but the idea was to allow you to observe your surroundings, and try to figure out how to get out of this strange and confusing place you've found yourself in.  The minigames in particularly needed more instruction, or perhaps a title bar to indicate what you were doing.  I noticed after I submitted that it would be easy to just grab the lockpick object without much consideration, and then when you interact with the lack of door image, you'd be thrust into the puzzle, instead of interacting with the door, finding out it's locked, and then interacting with the lockpick which tells you that you can now open locked doors.

I think the grid puzzle actually fit the theme of lockpicking, perhaps not compared to other lockpicking games, but in the sense of trying to maintain multiple other factors while adjusting further and further.  Though you are absolutely correct in needing more time with it.  I failed on the 4x4 constantly, only beat it twice, accidentally, and with luck after resetting it countless times.  I should've just not done the 4x4 version.  It was an unnecessary door, to maintain the illusion of being lost in a labyrinth, that's where I put most of the 'hard' puzzles.   I tried to keep to the idea that easy puzzles introduced the mechanic, medium puzzles (3x3) were for progressing through the dungeon, and the hard puzzles would either be 'another' entrance, or access to one of the three collectibles that would determine the ending dialogue.

This game is

I am not sure I could really give many suggestions. I would not have guessed that the game was made in three days.

The only thing that perplexed me for a moment was the tower nature.  I too didn't realize I needed to go up for a moment.  However, beyond that, it's really well put together.

One could argue that the theme Dungeon, derived from the french Donjon, meaning great tower, is actually a good representation.  Judging by their response, that is perhaps not the intention, so maybe it doesn't matter, but i also considered going with the french variation of Dungeon myself, just for it to be a bit more unique to the theme.  Just throwing that out there.

The game was alright.  Endless runners don't generally have a lot of variety either way, so it's not the easiest game-type to do much differently with.  

The knife mechanic, I found to be handled rather poorly.  You had to be a bit preemptive if you were to dodge them, which actually could be considered a quirk that made your runner more unique, not only endless running, but always having to be shifting directions vertically to avoid the knives as well.  Could've been an interesting element, but then you have the knives being individual objects, which means that when you have multiple knives on the field, if any of them are disrupted, even by enemy knives, you end up with falling spikes.  I ran along the ground for a moment just to see, and the knives accumulated bouncing in front of me, dealing constant hit damage each time they'd bounce off and hit the ground and be encountered again.  All in all, having the knives return to their pool when they hit, anything, would've made it a bit more reliable of a mechanic, or, setting all the knife throws to be on a regular timer, and thus, making the chaos more predictable, and able to be maneuvered, either way would've delivered a better experience in my opinion.

As for the player knife throwing, the constant angle really made it difficult.  Again, two alternate solutions I might suggest: Throw the knife on the X axis, and maintain it on the X axis, so that targeting can be handled through the jump mechanic itself.  Secondly, do a physics based throw mechanic, which in turn allows consistent but skillful use of the knife mechanic.  In it's current state, it's not unlike the straight flying dagger I mentioned first, but the ever present angle requires you to get a much greater feel of when to throw as the variable angle is dependent on height from ground, and it doesn't even align with the ground point, so all bases beyond trial and error are lost.  

All in all, the knife mechanic kind of spoiled it for me, on both ends.  It's a functional game, but I feel like it's an endless runner that dipped it's toes in bullet hell but without the rhythm or consistency to really match up with the pace of the game. Sometimes it felt like the enemy weapons were way too on point, other times it felt really good, like I was deftly dodging them as if it was intentional, but it wasn't.  If you could factor it so that it is more reasonable to intentionally dodge, rather than be always dodging, then I think this game could be very amusing.

This game was actually pretty fun, good even, especially considering the time limit.

There are two suggestions:  One, I think that the flashlight mechanic, while actually very neat in design, could've been implemented better.  I would personally have opted to make it only be active while holding the right click, the right click toggle is not a bad idea, but having it automatically toggled on kind of painfully teaches the player about the battery by letting it die immediately.  Then, when they pick up batteries, they almost act like a temporary light buff than a resource to manage.   I would've opted for the holding personally, since the battery is so quick to deplete, allowing users to toggle for brief moments, instead of needing to aim, shoot, and simultaneously toggle the flashlight on and off.

The other suggestion: The flashlight didn't seem to have any effect on the final boss, and while I can grasp that one shouldn't stun the final boss just for managing your battery, perhaps you could've reduced the boss attack speed for a moment after being exposed to light, allowing for expertise with the flashlight to be most capitalized on. 

Not so much of a suggestion, but I might consider making the large slimes have some kind of effect, as it was, they felt more like objectives.  They probably were objectives, sure, but even so, as what appears to be organisms, maybe make them a spawner, to make it a bit more urgent to kill it, instead of being able to kill your way through the enemies with careful kiting, even without a flashlight.