Thank you for the feedback! Unfortunately I didn't have too much time to work in a proper tutorial to rectify the confusion with the different stats. I completely understand getting a little lost by all of the different aspects. In the future, I hope to better translate important information to the player. Thanks again!
Brutiful Games
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Thank you for the feedback! Yeah, the AI is actually playing the same game as the player so I had to put in a few little bumps to prevent the AI from losing too much pride. It is still technically possible for them to lose in that manner though, just very unlikely. I'm glad the difficulty difference between the USSR & USA was noticeable though.
Thank you for the feedback! There is a button located below the box containing the tokens that shows the price of the next token. Clicking this button will purchase a new token if you have the funding points available. I believe there may be an issue with the hover color for the button which may not give the impression of a button! Either way, thanks for playing my game.
When creating a project in Unity URP, some packages are automatically included in the project. When you say "one script" are you saying one script file in the assets folder? If so, does this enable us to use things packages like Cinemachine?
I'm fine without using Cinemachine. I'm more trying to use URP for shadergraph and post-processing.
The RAM issue, based off of what I've read, is happening because I didn't take the time to properly clean up the project and do an optimized build. Unfortunately, it was about two hours out and I was still importing assets and scripting so I didn't really have the time for an optimized build. (Lessons learned)
In regards to the progression problem, the resolution *may* be cutting off the repair option which is displayed at the bottom of the screen. Otherwise, the only thing that will prevent repairs and/or purchasing new equipment is not having the "Cash" to do so. My suggested strategy would be to spam the "Megger" in the beginning and perform low-end experiments to earn quick cash and buy "Hampsters". They'll keep you afloat until you start doing bigger experiments.
Right on. Unfortunately, I'm not entirely convinced that's what this statement means. I may be reading too much into it, but just because you own something or have the right to use it, doesn't mean that it's not pre-existing intellectual property. From my understanding of game jams, the idea is to create all aspects of the game within the allotted time period. I understand that this puts a damper on the capabilities of one person / very small teams and I honestly dislike mentioning this subject at all. I believe the point of a jam is the challenge presented by the time frame, otherwise, why have a time frame at all? If the jam was for fun or no prizes were at stake, I would leave the issue uncontested; however, since this jam doesn't fit that criteria, I can't help but feel that it's unfair for my team to have worked so hard on our product under the time constraints, only to have it judged against products created over the course of days, weeks, or even months. AGAIN, I REALLY dislike bringing this up as it can seem a bit harsh and I apologize if I have "read too much into" the rules. At the end of the day, I'm seeking a fair competition between individuals / groups who's products can be rated against one another on an even keel with consideration to the size of the team involved.
Is it against the rules to re-upload a smaller build of the game after submission? Unfortunately, we (Chris and Kyle from Brutiful Games) only had time to do a fast build which caused the file size to somewhere around 111 MB. With the new build, it's been condensed to 26 MB. If not, we understand that there's no way to tell whether or not we tried to sneak in modifications after the deadline. In the end, we're simply worried that the large file size and wait to play is keeping people from playing.