Thanks! Yeah we had a lot more planned with the ball like you suggested. Even certain abilities and stuff. Just ran out of time and had to ship what we had 😅
StrikeForceZero
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Thanks! The ball counter was done by my teammate so I'm not super familiar with the code but the intent was to give you a ball every x number of seconds (as seen by the countdown next to the count). I think we originally had plans to reward balls if you got strikes or cleared the frame but I don't think that ever made it in. The infinite balls might be due to a state issue between games. Like the timer never pauses and the count never resets or something lol
Crap, I had this elaborate reply typed out covering everything you mentioned but accidentally hit back and lost it.
But yes, I can confirm that there are at least 3 known instances that are currently broken when trying to infect a root node.
The bots sadly didn't get prioritized in the end, so they never learned how to to infect.
And the win screen was very anti-climatic, so you're not missing out on anything xD ( "Player X won!" replacing the label used for "Player X's turn")
Thanks for taking the time to play our game and leaving a comment! I'm excited to go back and take my time to rewrite everything from the ground up to support all the systems I had in mind and see how it plays.
To clarify for other readers, there are no "abilities" other than being able to infect your target and then using your target's infected branches to delete branches of their target (in lieu of trying to maintain a branch infecting a branch, infecting another branch).
Thank you taking time to play our game and for the kind words and encouragement!
I'm glad you were able to test out the core gameplay. I hadn't notice until sometime after your comment that the manually set sizing was wrong because I was submitting it on a device with high DPI settings (I forgot to uncheck the setting in godot. Whoops!)
As far as the rock paper scissors feedback/suggestion, if I'm following, you're suggesting the game ends as soon an injection occurs because it's too hard for the player to recover?
Based on your comment I'm guessing (at no fault to you because our lack of ingame tutorial) that you didn't try right clicking to move a root node anywhere on your path? That adds an element of "chase" and "sacrifice" while also letting you create more paths.
We originally had scoped out the win condition to be injecting into your targets Root Node and then using their power to take out the other players Root Node. IMO that would have really solidified the lore of these 3 organisms in a winner take all battle. And it was unfortunate we had to scrap that for the jam due to time constraints.
Another ability that didn't make it in was to "disable" the injections or infections by having your adversary inject lower down into your arm. So ideally there was supposed to be a lot of back and forth, and strategic trading. Like losing the injection just gives your opponent the free ground you grew for them.
But whether or not any of that turns out to be fun will be fun to test out after we make some updates after the jam!
Thanks for the comment. However, I want to temper expectations for future readers, considering this game is unfinished and a prototype at best. I would also like to note that this comment reads as though it was written by a large language model rather than by someone who has played the game. This suspicion also stems from the fact your profile was just created and this is its only post. While kind words are appreciated, I don't want to unintentionally spotlight the game with descriptions like 'captivating,' 'engaging gameplay,' or 'must-play,' especially when there are other games that may more rightfully deserve such attention at this stage.