Definitely a lot of fun, even with the bots cheating. I think a bit more unpredictability would help the bots be harder to beat. Kudos for putting together a multiplayer server and deploying it during a game jam!
actuallyalys <3
Creator of
Recent community posts
thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.
yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.
I used your tracks "Alone" and "Lost" in my game Violet Sky. Thanks for sharing them!
I haven't actually tried to make a LÖVE engine game resizeable. Pretty sure it's possible, but not sure how easy it would be.
The space thing is left over from the prior game I borrowed code from, which might mean it's a bug in that too.
Glad you liked the job descriptions. Writing them was a lot of fun.
No, unfortunately, I am not a pixel artist. The sprites are by Jessie Munguia, LuizMelo, and Dreamir here on Itch and free for everyone to use.
Overall, a neat game with a lot of nice touches to contribute to feeling like you're in front of a terminal of that era. The server meltdown effects are great.
I did find it a little demoralizing how many points you lose or making a mistake relative to how many you get for successfully allowing people in. Maybe those could be brought a little closer together?
I enjoyed hooking everything up, even though it's a prototype with no real goals yet. Th UI was solid, even in weird cases where a bunch of lines overlapped. Very occasionally I wouldn't be able to connect as expected. I realized after seeing the screenshots that the intention is to use the dots, talldots, and flatdots to keep it tidy, but it's good that it's still usable when the wiring is messy.
If you scale this up, I think you might have to introduce some transparency if there's a lot of overlapping connections, but as it is, it works really well.
I liked the music! I agree with the other commenters—the linked health has a lot of potential. I also liked the stone platform sprites.
Little things I think you could fix pretty easily: the connection seems to linger after you kill linked enemies, there's no indicator of the player's health that I could see, it did seem like it wouldn't fire whip properly occasionally (that could have been me), and I think the main player sprite would look more natural if it had arms. I think tweaking the controls to improve handling would help a lot as well.