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Berhune

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A member registered Jul 31, 2017 · View creator page →

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Phew.  That last sentence could have gone either way.  ; )  Thanks so much for the comment and for playing!

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Updated with a github link in addition to the source attached to the submission.  I used Plastic for version control on this one, which doesn't have a public interface.  Mea culpa!

That sounds like a super stressful bug!  Sorry you had to go through that, and thanks for writing up such a detailed description of how to reconstruct the proper config.  Truly above and beyond.

The top-down perspective on the city with all the flashing lights is a great aesthetic for this theme, and it does a good job of simulating a lot of entities in a way that fits your design.  Impressive!

I also struggled with copy / pasting, but I like the sequential tutorial state that guides the player here here, which isn't necessarily a piece of cake to implement in DOTS, and the construction puzzle that the game design promises.

Nice tactical game with one unit type countering another but not counting towards victory, and a clever play-against-yourself trick.

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Your guess is better than mine when it comes to mixing ECS and MonoBehaviours; I've scrupulously avoided trying to do that.  In just ECS, I think the answer would depend on what the events record.  If there is a large volume of sequential accumulative events applied to a single entity, I'd probably try to pile them up in a DynamicBuffer of each event type and the process them in a later system.  If the events are singular, then maybe they could be enableable components on the entities to which they apply.  I'm still figuring out these things too, though, especially compared to those experienced users (e.g. tertle) who have a whole framework for broadcasting and consuming events in serial.

I know you had limited time and some trouble getting the build uploaded perfectly (I also made such a boo-boo), but I tried the corrected game and at least thought the way the bridge came together was a nice effect!

Edit: just a note that the repo doesn't have the Project Settings (just the Assets), so one has to import and manually configure e.g. the Input System to get it running in the editor.

Engaging skill-based action game with just the right number of mechanics for this jam - the volume of entities is substantial enough to demo DOTS's performance well but not so crowded as to prevent meaningful decision making.  I felt in control of my situation, and when failing a mission was always compelled to try again.  I really like the detail where your turrets take time to pivot to their intended angle, creating flow around which way you're facing and what targets you expect to pursue next.

Interesting fusion of polymorphic MonoBehaviours and ECS in the source code for this one.  I was on the latest commit (not playing on Windows) and missed out on the project impact effects, but get how this could become spectacular at scale.

A lot going on in here.  Even though I felt my agency curtailed by a lack of knowledge about how cause and effect were connected, it was enjoyable to dabble with the inputs.  I like the binary stages where you construct nucleotides and then see the results.

I like the press-your-luck tension of the game design.

Wow, you did all of this in 10 days?  Very impressed by the diversity of actions that characters and the player can perform and the potential for shenanigans.

Very cool combination of mechanics.  Love the cute nanobot, his trundling sounds, and the requirement to use orientation to reason about the space.  Some devilish levels!

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Thanks, and same to you!  The first level of a game jam submission being unplayable is a PTSD moment for me – been there!  This time, it's level 4  that's unsolvable, so the other 7 levels are only playable in the Unity Project.  Tic Tac Noooo!

I've guiltily added fixed links to the main game page on itch and here.  Judge whichever you like.  These versions have no other changes besides letting you progress further.

http://www.hwstn.com/binaries/tic_tac_noo_win.zip

http://www.hwstn.com/binaries/tic_tac_noo_mac.zip