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Oasis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Relevance | #22 | 4.646 | 4.646 |
Mechanics | #36 | 4.146 | 4.146 |
Music & Sounds | #52 | 4.063 | 4.063 |
Is it Fun to play? | #89 | 3.917 | 3.917 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username
profour
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Comments
All around very interesting. Love the messages concept and multiplayer of seeing others.
Insanely cool, had alot of fun running around with other people.
Gorgeous art + multiplayer !
Very interesting concept. The mechanic of leaving souls messages is very interesting. I'm assuming those messages were left by other players.
Yes, that is exactly right. I personally love the message feature in souls games, and thought this was the perfect opportunity to show its possible with the Playroom persistence API for the jam. I’m excited to see how the world starts to gather more messages as people add more information to help others out.
Very interesting. I might delve deeper into what Playroom can do just based off of this.
Like it.
This is really cool. I like the concept. The art is pretty too.
Nice job! Love the use of playroom, I was wondering if something like this was possible but didn't see how to do it with the docs. I guess I didn't read enough, didn't know you could have a playroom-hosted server with lots of players.
Ya, the way I used Playroom isn’t a documented feature, but I leveraged the ability to skip the lobby/matchmaking and directly use a common hardcoded
roomCode
that is shared for all players. That effectively creates a single persistent server for everyone. I also cut down the network data sync for a single player to be pretty small (~50 bytes of state update per second when moving) so having more players doesn’t require a lot of data usage for that single Playroom room.Oh ok nice, I wonder if that setup is scalable or not. I'm interested in making massively co-op games like this but haven't found an easy way to do it yet. Hmm does this mean there is no host/source of truth for the game state? (besides the room's persisted data) I guess for this game it doesn't matter but it would prevent a lot of other kinds of games.
Agreed, the hardcoded room is definitely not scalable to even larger numbers. Ideally, you would be able to shard the world, but I couldn’t find a good way to do that with the current exposed APIs in the short jam period we had.
Players are authoritative for their own state, but you are right that certain types of games need more server authoritative approaches (like League of Legends or Counterstrike). For a simple coop game like this, I think it is fine.
I think you definitely win the contest of best game with the name "Oasis"
Ah, a fellow “Oasis” enjoyer I see lol! I’ll definitely be sure to check out your game as well.