Oh I just played and replied on the voting page. :facepalm:
Dan Violet Sagmiller
Creator of
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Good game. A little awkward for the control style. This has more of a vibe of needing to understand the speed of the mouse, and then change the speed for angle over time for traffic to avoid. In this case, we have a variable speed and effectively enough time to gather the flow once, and just hope you get the right timing. I.e. it feels like the game play is more about timing and not the flow itself.
This was the most well put together game I've played in this jam so far. (5 games). I really liked the tutorial level well setup, no hinderance to flow. That was a good design. Innovation was 3*, as I've seen/played many others like this. Gameplay was 4*, but primarily for the directionals, not having forward with W, but up. Though that might be more a choice. In past games I played like this, the control scheme wasn't like the setup here. Settings didn't have a change option for it. Otherwise probably a 5 there. Theme didn't seem to fit flow so well 2*. It seemed more like trying to fit a game you liked into the theme, but all levels have flow, and this didn't seem to capture flow in any other way. Polish was 3*. the graphics were excelent for this game play. Seemed like final graphics. Doesn't need to be better.
Not Voting: I get an error. Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
So far all the Unity games have worked, but none of the Godot projects. Incase it is a fault of my browser, I'm not voting, vs voting low for nothing to play.
The game had an intro section, but nothing playable. I let it play for a few minutes and tried clicking on things, but nothing happened. It just had the goo goo ga ga text. If there was something I was supposed to do it was entirely missed.
Gameplay 1* (lowest as there was none)
Graphics 2. I like that you put effort into the graphics, thats an automatic +1 for not using assets.
Innovatrion. 3 stars --> looked like there might be something interesting, and it didn't look like a game I played before. But since it didn't work, I couldn't give hire. innovation needs execution.
Theme. 2 Stars. Had some semblance to flow in what it seemed it was trying to do, but not executed.
Polish. 1* I'm guessing the plan didn't work out well or didn't get the final build up.
Good luck next time.
It was hard to play. I get that I voted 1* on graphics since they were all imported. Polish 2* - There the control was inobvious at first, and hard to use once I understood it. Theme was good. "Flow of Traffic" though the flow of UX was poor, so I put it a 4*. I put innovation at 5*, I haven't played a game quite like this. I'm not sure how well this concept can be made, but it feels like there is more opportunity. for 1, I would start zoomed in with 1 intersection, then as enough traffic changes, zoom out to cover more.
The traffic signals feel tedious instead of fun. Swipe operations on a phone might work better. I.e. swipe through an intersection to change the flow to what you did. Auto turn red the others. That might work better, at least in UX.
I get this error, and don't get to play or see any graphics: Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
I won't vote negative on it, it could be just my machine, but other WebGL's run fine.
I'm not editing this after submission, so I'll add extra details as comments. There are no premade assets in use. This was built in Unity 2022.3.36, Using URP. I completed this in 7 hours early in the weekend, and was hoping to get about 20 hours. Original GDD: https://docs.google.com/document/d/15JhQQX7glpRutyklPn6huvQmSUYxxPX_4XkobDDPHWw/... - Disregarded After Debris Launching was working. Fun wasn't there. I changed tack to coin collection.
I got back to the PC about 10 minutes before time ran out. I did not have a chance to test this out. I do have an issue where my physics forces are applied in update, so depending on what system its running on, it gets twice the speed. :(
I will post a follow up to this with modifications, but as another game, or at least after this judging on this is done. All content in under 9 megs. I built this as a standalone developer in 8 hours. I was planning to work on visuals more, and I'm really glad I used placeholder art (I spent maybe 1-2 hours in blender/gimp or the 7 total.), otherwise I wouldn't have gotten this out the door.
I've added. 1.5 hours more work, and found the speed glitch. I had an extra *Time.DeltaTime, in a few spots being set in update instead of fixed. All physics were applied in physics update, so any time set in update would throw it off. When compiling to WebGL the Physics tick and Update ticks change from windows defaults. This is resolved now, so they will match. FlowDrive Post MelonJam by Dan Violet Sagmiller (itch.io), also the source for this release, and the current release can be found there as well.
I had planned this out, but I won't be able to make it. I've also decided to change directions during the development of this sprint. I finished the key task system and have a functional patrol working. However, I know I'm unsure of how the AI system will tie into variable usage in and between tasks. Given that the AI/Squad trainer system is so important, I do believe this is a better goal to change to now anyway.
As such, I intend to focus on the following tasks for the remainder of the sprints.
- Study Code Blocks structure
- Setup tasks for next sprint
- Some cleanup of existing code.
I plan to work on unit/building upgrades, and better visuals.
Clean up post processing. Anti-Aliasing. Get Better Snap shots- Drones should be able to mine resources.
Add Resources, Metal/Gem- Drones mine them.
- Drones return the minerals to base.
- Mineral collection shows in UI.
- Tank Weapons Fire at correct targets.
- Current target it center of enemy.
- Add Unit.HitAreas, that are multiple transform points to establish better visual targets, particularly on larger buildings, and ensuring weapons have close targets on their side.
Guns to use unit player, not keep their own reference (current bug)
BUG: Structures NavMeshObstacle not working properly. Units go through buildings.- Story Needs: Drone Spy Ability
- Ability Disguise, as enemy Unit.
- Ability Enter Enemy Base
- Ability Steal Plans (new buttons, to show building abilities) steal
- Mineral Processing, Drone Construction, Factory Construction, Tank Construction
- Mission Objectives
- Text Goals that display at various events.
- Initial goal, Hide from local tanks. (Disquise as rock)
- Next goal, infultrate Enemy base. (disguise as drone)
- Next goal, take out enemy base. (Establish rules that end level)
- Mission Triggers:
- XTime after Spying of specific tech
- Change current audio rules.
- First attempts at audio
bg music/environmental sounds.weapons fire- Unit Movement.
- Drone responses (I.e. garbled digitized conversation, not to be understood, but will need several versions of this)
I restarted my computer and it works. Kind of fun. I did run into a separate bug on Win10, Chrome/WebGL - The game took mouse focus. I hit alt tab to do something else on my computer, and after clicking back into it, it shot instantly, would not move any more with the mouse, and clicks just kept firing at the same spot.