Art is extremely good, i enjoyed this a lot
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GitHub repository URL
https://github.com/Ionox-studios/Build-A-Trocity
Game description
NOTE: This game only works on 1920x1080!!! If your screen is bigger than that, we really recommend lowering your resolution to that as half the stuff doesn't load on other resolutions.
It's time for Dr. Frankenstein's next project, named Trocity, but first he'll need raw materials! Sneak through a town of villagers with Igor, discovering their dark secrets in the process to find out where they hide their bodies, or the parts, that is, to take them back to the Castle of Dr. Frankenstein! Build your own monster from over 25 unique parts to choose from, and then rampage on the village with a secret! Will you defeat your foes or run out of power? Find out what happens in 4 endings and 2 secret endings!
Note: Linux build is partly tested. EDIT: We uploaded a Linux version with updated permissions after the deadline, it is identical to the other Linux version uploaded, except that it is easier for people on Linux to run as the permissions have been fixed. If this is against the rules I can remove it.
Note while it is possible to continue the game after a run, it is recommended to quit all the way out as some stuff seems to lock in confusing ways, so if you are chasing multiple runs thanks! but also we really recommend quitting and reentering.
Theme interpretation
There are four layers. The first is that as Igor you must sneak around the map not being caught by the villagers trying to fulfill your secret mission. Next as you explore the village you find the villagers are hiding small secrets and one big one and by uncovering these you can more easily find the parts for your monster. Finally, many of the body parts have secret powers/abilities based on their fictional appearance. Further, there are two secret endings that can be obtained through less than obvious means.
Comments
Cool game! I love the idea of assembling your own frankestein monster. The art is quite nice and I loved the rain sounds. So many references too (Edward was my favorite)!. Breakable environments is a great feat to be honest and that alone gives your game quite a lot of feel. Same with the voice Props to whoever voiced the lines. I did find the frankestein controls a bit weird, I was trying to go down but everytime I would swing my arms I would fly somewhere else. I also did not understand what the body figure in the UI meant during the body part searching. There are so many combinations of parts it's quite refreshing, which gives it a bunch of replayability. I found 2 endings!
Keep up the good work!
The Frankenstein control physics is odd and we could've explained that better. When you press towards either arm (O or P), your monster goes in a triangle motion (imagine a basketball player doing a dunk). So you go up-left/right and then down. The speed and momentum is dependent on what body part you assigned and if you are pressing left/right simultaneously.
Thanks for pointing out that you didn't understand the mannequin UI... now realizing that I did not explain that anywhere (even in the written guide). The mannequin UI subtracts a body part whenever you pick it up. So if you pick up a torso, the torso is subtracted. A head is subtracted if you pick up a head. HOWEVER, it resets when you go into a house and leave it. It was originally designed so that you knew if you completed the minimum requirement [two arms and two legs, torso, head], to dodge the Igor ending. We did not prioritize fixing it because we had other fires to put out haha.
Thank you so much for playing and your kind comments!! I love Ed too. :') Was fighting myself on adding an Alexander x Nina reference since it kind of fit the theme of Frankenstein. Maybe I should've anyway.
That was indeed the point -- Notes are flavor text with clues on where to find the parts. ..But ultimately, the collectible body parts are either in 1) treasure chests or 2) marked with a blood puddle. We didn't want to bog down the player with reading, so as long as you collected one body part, you can continue to the second half (which is more important/fun). Glad you had fun and thank you for your comment!
Thanks! The destruction was really hard. We originally tried to do it as a Voroni shader we passed back to the game but that was painfully complex (and live calculating a break pattern on CPU was too slow). So we ended up using this fantastic https://github.com/mjholtzem/Unity-2D-Destruction set of scripts (which I forgot to cite, I just updated the game page with it, thanks!). It lets you precalculate every sprites break pattern which took a while with how many buildings we had (it wouldn't apply to prefabs) but made for a really fun effect. Unfortunately it spawned it as a mesh instead of a sprite and I didn't have the time to figure out how to get the light to acknowledge and apply to that which is why it's weirdly unlit. Also fun fact, the cultists also have the same script on them so their sprites also blow up along with the blood splatter.
The aesthetics and mechanics of the game were really well built, keep it up.
What I love about 2D games is their special atmosphere and aesthetics. These games are always unique because they are created from small details and with attention to individual aspects. This game was about that for me. It immersed me in a world that will stay with me in my memories.
Very nice game! I think the UI wasn't capable of handling my screen because there were some weird issues with overlapping boxes but other than that this was a short game that kept me entertained for its duration. The voice acting was a nice touch, you never see that in game jam games. Nice job team!
I love how much charisma spreads this game. The exploration and the story behind these madafakas from Miskatonic are really fun. Really cathartic smashing them in the second phase with the Trocity.
The colliders and triggers are a little wierds, so you can grab item/be hit by villagers in a longer distance they should... But it just minor issues.
Glad you liked it. We had a ton of fun with the story bits and I tried to make the smashing bit as cathartic as possible.
Yea the collider thing is a great point. We didn't tune the range on those super well so they ended up a bit overly large. Also the villagers animation sometimes 'misses' even when they hit if the player moves because I coded it kind of backwards and without a final check, which makes that collider issue even more weird feeling.
This is pure cinematic gold! I haven’t laughed this hard in ages. The room with the heads had me in stitches—thank you!
Wow, that was very fun (and a bit unhinged)! I really like the voice over. Btw next time please set execute permissions before archiving the linux build, one command line for you and better experience for the player
This game is awesome!!! I love that in this gothic town, everyone just keeps spare limbs and pop culture memorabilia around. I absolutely love the voice acting, my favorite part of the game was getting close to people so they would yell at me.
I'm glad you liked the barks the guy who did the voice acting had a ton of fun with it especially the Gaston guy. The art team are huge grindhouse fans so they had a bunch of fun scattering those references around and trying to make the village weird and fucked up and I feel like it made the exploration phase a lot more fun.
I would like to agree with @VladimiCDXX here and say that the atmosphere is perfect, a well balanced line between silly and tense/scary. I liked that there are several endings, it kept me wanting to replay 2 time. Very well done
This game was fun to play! I think the thing really nailed down here is atmosphere. The voice lines keep the game silly and the art style compliments this. I laughed at some of the written notes and realized just how screwed up the majority of the townsfolk are. Great job on the story telling aspect.
The only criticism I have was when I destroyed an object as the Trocity, it became a bit annoying to navigate around the triangle pieces. I believe it would be more satisfying to have those pieces not have physics on them so I can continue barreling through the streets and feel more powerful.
Thanks a bunch we had a lot of fun with the notes. I agree about the buildings and noticed that and considered the same thing. I did like how when the building exploded it pushed you back a little. I think it would have been good to maybe make them super light with low friction and upped the original push force. That way they would still give you that pop feeling but then they could be easily brushed away. Or maybe drop the collider earlier after the original push. I do agree momentum is key in that part so there is probably a beter balance to be had.
Just played the game, and HOLY HELL HOW DID YOU MAKE SO MUCH CONTENT IN SO LITLE TIME??? This was a great game! The art was good, I loved the voice acting, and I also loved the whole concept of building frankenstein while running from the townsfolk. I loved all the funny little references to various characters that you sprinkled throughout. My only suggestion would be to make it a little more noticable that something is a body part, but other than that, great work!
We were worried in a couple houses that things looked like body parts, but ultimately we decided to forgo something like a flashing glow because it would have ruined the atmosphere a little bit. Solid critique though. We have 6 dedicated people focusing on their own piece of each puzzle with one of our programmers tying all the art together into the project, so we're just lucky to have good people. Thanks for the review!
Liked this a lot. Very grim, in a good way. At first I thought it missed music, but then I realised the lack of music adds to the atmosphere. Art is really cool and unique, narrative darkly comic. Good job
Great game! Atmospheric with lots Chtulu references and senseless violence in the rampage stage :-) Love the casual but totally coherent art style, plus the helpful instructions and in-game info. Everything worked fine so far as I can tell (I ran the Linux version) and I made it to the end, which is always a bonus. Enjoyable and professional submission!
Cool dark themed game. It was a bit difficult to control the character while swinging the arms.
Thanks! Glad you liked the design!
Yea I think the monster controls got a little hairy and we didn't manage to tame it in time. We originally started trying to make something QWOP like to make the monster feel heavy and unbalanced like Frankenstein is in the movies. So we worked out the momentum system. Unfortunately there are a lot of hidden variables tied to certain limbs. Slower legs allow more momentum in the direction they are on, faster legs have less, some arms swing more slowly allowing more travel per swing, some are faster which causes less. I couldn't figure out an easy way to explain/convey all that information so it ended up kind of hidden. And one of the first legs people find- the Ahab leg is slow and therefore has massive momentum in that direction. Also if you hold instead of tapping the O/P buttons it speeds you up 2x but adds 4x momentum which is not super obvious in the game I feel. Overall I feel like it got a little too complicated and we didn't manage to wrangle it/present it clearly before the month was up.
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