there are exactly 2 issues I noticed with the game. firstly, your goats have survival instincts comparable to that of a single grain of rice, so its not uncommon to loose a handful of them before you have time to gather anything, and before snakes even begin to appear. secondly, the game doesn't stop when you win, so the number of surviving goats continues to drop during the victory screen. still pretty good for 48 hours
thedave87
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I do wish it was clearer when the game was over, as I spent about half of my playtime trying to figure out how to get the rest of the grank family to accept the yellow grank standing right before them, before eventually giving up, reading the walk through, and finding out I had already completed the game. this may have been in part because I accidentally sequence broke the game, getting the backpack before relocating the yelow grank, but I am not certain.
game suffers heavaly from optimisation in its current state. If I where to guess this has something to do with the way the walls are drawn. by the looks of it they are a bunch of tightly packed vertical lines. while there is nothing wrong with this on its own, every time 2 of these lines overlap the pixels in between need to be written to twice as often. obviously this is just a guess as I do not have access to the games source code. If this is the case I would advise looking into some form of culling.
there seems to be some issue with hud elements, as the only hud element that appeared for me was the map, and the text that appeared when feeding the pit. additionally aiming was done by the mouses position relative to an arbitrary point near the bottom right of the screen, rather than being based on the location of the mouse, and the player.
overall enjoyed the game quite a lot, although I do have a few concerns about the early game. as a lot of mechanics are not really explained I had no idea what tempo was for, and just kinda assumed it was good for some reason. considering how many tempo curios you can acquire before getting anyone on your team that uses tempo it is easy to either stock up on curios you can't even use till later, or be completely starved for curios that where previously useless once a tempo user joins your party. a second mechanic that the player never encounters until it is much to late is the inability to go back to previous chapters. I was of the assumption that I would be able to go through the first chapter level by level, then upon completing it, do the rematches all back to back, however upon completing the final level of the first chapter I discovered I was unable to do such rematches unless I where to start over. additionally the rematches where not explained to be unique encounters to my memory, so I only discovered this when I decided to try to get some more curios for a build I had an idea for. to make more severe the issue of choices being made well before the player realistically understands there significance there are some curios you can become chronically short on if you don't chose curios well, which considering how the decisions that lead to such an outcome begin on the first level, doesn't feel great. Over all these issues, while frustrating did not stop me from enjoying the game, and I do intend on playing through it again, knowing this time what mistakes to avoid, so that I may enjoy everything I missed on my first play through. there is a spelling issue sometimes with rain dance where an n will be added to the start of one of the words but that's the only one I noticed. overall a good game so far, and certainly one I would be excited to return to should it ever be updated.
I found the pickup controls to be extremely inconsistent, often allowing me to walk right through an item without any pickup prompt appearing. The only way I was able to pick up anything was by pressing e as fast as possible as I ran towards the item, which this was not fun. oddly enough the pickup item prompt seems to disappear when you actually touch the item, usually appearing for a split second as you approach the item.
I found the pickup controls to be extremely inconsistent, often allowing me to walk right through an item without any pickup prompt appearing. The only way I was able to pick up anything was by pressing e as fast as possible as I ran towards the item, which this was not fun. oddly enough the pickup item prompt seems to disappear when you actually touch the item, usually appearing for a split second as you approach the item.
Some ambient noise would have gone a long way towards improving the games atmosphere, and would definitely brought the sound and visuals to a 5/5 however I can not judge a game on its potential, nor by the game I wish it was, and believe that with more time it could become, but I must instead judge it on what it is now. the simplistic visuals and sharp lighting give it a powerful emotional impact, amplified by the structures simple geometry and immense scale, made seemingly infinite by the lack of visual reference to the contrary. If you are like me and love cold war era brutalist architecture to an unreasonable extent, and are looking for a game that is able to portray the art stile in an authentic and impactful way this game is for you.
Another slight issue arises when the games artistic vision gets in the way of predetermined requirements, such as theme.
I am not joking when I say I may remember this game longer than any outer submissions in this jam, and my time playing this game will almost certainly impact my future works.
having played this game I am certain that if Gerd Hänska could have made the Mäusebunker an enormous concrete pillar in the middle of a seemingly endless and almost blindingly bright void, he would have done exactly that.
There is a bug with one structures collision detection, however its engaging gameplay allows me to forgive this.
Do not reed the comments until you have played the game for yourself as many people here do not seem to care about how there spoiling of the games ending impacts the experience of new players. outer than this I found the games community to be excellent and very welcoming.
from my research this is because i packaged the game with pyinstaller in --onefile mode. Because a lot of viruses are made with python and packaged in this mode with pyinstaller, windows defender no longer trusts any files packaged in this way. unfortunately pyinstaller was the best documented python packager I could find that was compatible with Linux, and onefile mode was the best way to package it as a single executable file. its a fairly common issue to the point that a keyword search of "pyinstaller" "virus" "false positive" yields 2220 results on google.
