Congratulations Tutas, Trolled Woods and Bondoki! While there were so many high quality entries, the podium 3 all felt like they were demos for published games, so it's not surprising that they did well with the voters. I'm glad I picked this community and event for my first CodeJam.
Alienturnedhuman
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Sound will definitely be added, but I only got my game engine to the minimal viable product in terms of making any sort of game in it.
The engine was also lacking animations and sprite sheets during the jam, hence the absence of any movement from the characters... so I just leaned into it looking more symbol based.
It definitely wasn't a game I ever imagined I would make, but I am interested to see where I can take it. I like the idea of not directly controlling the character but it responding to your actions in a deterministic manner. I've made a few tweaks (and created a new food type and level) since the jam based on some of the feedback I received and it improved the playability significantly.
On the SDL version I couldn't see the gaps in the floor - it wasn't until I played the console version that I realised this must have been why I was dying. I did have to compile it for Mac, maybe the Windows version doesn't have this problem.
I can see this being turned into a fast paced, zero margin for error platformer that endlessly repeats on death as it does run smoothly and that could lean into the bare bones geometric visuals.
Not much happened for me. But as it's unfinished it's difficult to fairly access. My assumption is it was meant to be a game where you set up some form of deterministic automata - it's definitely an original idea, and would be nice to see where it could be taken, but without seeing any functional game play I can't really say much more.
I tried to compile on MacOS (Sonoma, Intel Mac)
I get the following error on the first cmake command:
CMake Error at CMakeLists.txt:6 (find_package):
By not providing "FindSFML.cmake" in CMAKE_MODULE_PATH this project has
asked CMake to find a package configuration file provided by "SFML", but
CMake did not find one.
Could not find a package configuration file provided by "SFML" with any of
the following names:
SFMLConfig.cmake
sfml-config.cmake
Add the installation prefix of "SFML" to CMAKE_PREFIX_PATH or set
"SFML_DIR" to a directory containing one of the above files. If "SFML"
provides a separate development package or SDK, be sure it has been
installed.
Kind of reminds me of the mechanic in Stardew Valley where you have to get back before bed time or lose some resources. Although here it's the fail state. It's certainly a jumping off point for a wider resource gathering game, would probably need the resource collection to feed back into the availability and the player's ability to gather more as they level up - along with a goal to drive the plans you mentioned regarding upgrading your home.
I never made it more than 10 seconds into the game despite about 50 attempts. The quality of the workmanship on the game looks very impressive but it desperately needs a much more gentler introduction phase so players who are trying it out for the first time can get their eye in. Alternatively a Sonic style one-hit and your lose your coins could alleviate this, because the precision on the timing required is so exact. I swear about 10% of the time I got killed despite not appearing to even hit anything.
That being said, I am not going to mark the game down just because I suck at it, and balancing is a fine art, especially when playing your own game - it is not as obvious when new players will find what you have practiced on forever hard.
Personally I would have the first 30 seconds of the game just revolve around jumping over the trash cans and the gaps, and then introduce the moving obstacles. It will allow players to establish a rhythm to the game more quickly, and then introduce the additional element of also having a dodge stuff.
Yeah, I'm playing on a Macbook, and the terrible butterfly keys (combined with my low skill!) make games that require precise controls very awkward so I didn't get far and kept plummeting to my doom.
If I can't manage to get further by myself I'll check out a playthrough on Twitch (if he hasn't done yours already, SigoNitori will complete playthroughs of all of the games by the end of next weekend)
I turns out chickens do love tomatoes, and do eat lemons... but the animal welfare advice I have read since posting the game strongly advises against giving them coffee! While not on my itch build (waiting for the jam to finish) I've now also made the coffee slow down the game time, like bullet time. It doesn't give any mechanical advantage (as it affects everything) but it could provide players with a little more thinking time.
Probably the first game I ever finished (long ago) was a total conversion mod of Red Alert to best turn it into all the prelease rumours of Tiberian Sun after reading up on the game and chatting to some of the game developers on ICQ while the online fanbase patiently awaited the continually delayed game.
The game that most inspired this though - is a game called Hades Star. It features point to point movement, with all the ships being points with area of effect radii, and the game logic and computer controlled ships following deterministic logic. I felt these elements were well suited to a systems based puzzle game.
I didn't have time to fully realise this as up until 2 hours before the deadline I only had my test level (which became level 5) and quickly through together levels 1-4 as a sort of tutorial of the ideas.
Very unforgiving - but in a good way. The controls a physics are consistent and there is no hand holding - so it feels more like a simulation style arcade game where the the mistakes are the responsibility of the person pressing the buttons. I wasn't very good at it, but I feel that making it 'easier' through automation would miss the point. It's like manually docking rather than pressing a button to do it for you.
I actually like the retro look of the quadcopter represented by circles and a square. I think that leaning into this type of aesthetic (maybe modernised slightly) would make the game stand out and be more unique than the use of pixel art and sprites.
Nice game!
Thinking about it from the Jam's theme, keeping the factory running could be the way to go. Things like power for the machines, wear and tear (although this is one is more difficult to build into a pure system builder game) etc might be a way to add external demands on the player.
However , now that the jam is over, if you did want to develop it further the theme is no longer a constraint, so you are free to follow your own vision.
Ok, that was great - thanks. Although not the most exciting factory, I was able to make something that quickly turned over a fast profit!
System based games are very tricky to implement as the player can literally do anything - making it difficult to control or anticipate as well as open the doors for so many unexpcted bugs. It's very impressive you were able to get what appears to be quite a robust implementation running in such a short period of time.
Obviously, if developed further the game would benefit from some actionable direction (eg: an order for a specific item or something) and the challenge could be to make it for the lowest margin. As it stands, it's easiest just to build an infinite plank generating machine and leave it at that!
I have mixed feelings about the use of generative AI in videogames, however that did not factor into how I rated it. I feel it would be nice to have a bit more information on how you used it. I do think that it has the potential to be used ethically (although that isn't happening in the industry at the moment) - so long as it is not replacing work that would have been done by human artists - so learning about how you used it and your aims for the project could be an interesting addition to that discussion.
That aside, the graphics look nice and the game has a great visual tone, and it certainly looks like a stylised and modernised version of 1990s visual novels/point and click games.
A very ambitious entry, to make a game with so many different parts.
I'm not sure if the outlaws camp was meant to be in a static location, or moving along as they do their scavenging runs (I prefer the idea of the second, and it makes it even more on theme) - I think if the game was to be developed, rather than having "nearby scavenge" or "planetary scavenge" you could have a map of the planet, moving from nodes to nodes - a bit like in the game FTL - with the police constantly chasing you. High risk routes will yield greater reward for resources and expanding your crew - but increase the chance the police catch you.
Nice looking game. I think that there should be a small delay before cerberus shows up, certainly on the first level. I thought the game was bugging out the first time I played because it was a constant half second loop of cerberus appearing and the level restarting.
I think a minimap would be useful to help plan your route as even on normal difficulty it is very unforgiving and often feels like chance.
But these are just issues of polish, which aren't the sort of details that can be expected in a 1 week jam creation.
I definitely felt like a indoor cat with the zoomies while playing this game. Ran with a laggy fps, but is probably just my computer (playing in browser), so I was unable to catch the mouse. However the idea is great, and it looks like a lot of effort went into game, the animation and the art style. Nice work.
The game answers the question: What if Bender from Futurama was a fridge.
Unfortunately I wasn't sure how to actually play as the controls are listed "left" and "righ" - but from reading the previous comment here I guess that left and right are meant to be mashed alternatively? That did cause the bar to fill up a little but I was never in danger of catching up with the fridge.
However, the game has a lot of charm and if the humour can be sustained building on the whacky and unexpected (if you didn't look at the promo screenshots) it could be a lot of fun.