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Festerdam

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A member registered Oct 01, 2022 · View creator page →

Creator of

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Thanks! :D

They spawn every 5 seconds. The amount that spawns depends on the amount of factories remaining (1 sabot per still standing factory) (so on the first level you get 1 sabot every 5 seconds), so to avoid getting overwhelmed you are supposed to sabotage them as quickly as possible.

Yeah, sorry about the controls, I didn't have a numpad to test it on. Maybe if you toggle num lock it works? The hjklyubn keys I took from Cataclysm DDA (vi keys + some additional ones for diagonal movement). The qweadz[x/s]c keys are supposed to be more intuitive on a keyboard as that set of keys more closely resembles the shape of a numpad. I'm thinking about adding the option to navigate by the relative position of the mouse to the player, which is what Gnome Robots does. I also should add the option for players to set their own keys bindings (which is something still have to implement in any game I've ever made XD).

The discord server isn't allowing me to change my display name to my real name as required by the rules of the sever

When editing the profile, the nickname field appears greyed out with the message "You don't have permission to change your nickname in this server."

I can't rate it, because I don't have any humans I could experiment the game on, but I love the idea. I wonder: does the fact that one player is able to see the others fingers impact the game experience? If yes, maybe one should consider adding multiplayer to it (in the future, obviously not for a trijam) so one could switch the semaphore without the other player seeing one's finger moving to the left, but that would raise the question what prevents one player from perpetually switching the semaphore to red, preventing anyone from moving and ending the game? Maybe that's not problem as the players would be friends and would know better than just wasting everyone's time. The art and animation also looks great.

Beautiful art and good sound. Gameplay is also good, but I think the game could have some form of checkpoints, because at the moment every time you die you are sent right to the beginning and have to do everything you did before again before you arrive where you failed last time. Besides that, it is a really good game with a beautiful atmosphere (a more satisfying ending would have been nice, but the game is already great without it (especially considering it was made for a trijam)).

A very well made game. It is a bit hard to tell at what angle the tanks start seeing me, but one learns to play it safe. Were it not for it being only a single level, one would never guess it was made for a Trijam.

Thanks. :D

Yeah, there's a bug in this version that makes you 20 times more likely to die from teleporting into something, so it currently feels a bit unfair.

> Felt I died for no reason a couple of times, but that might have been me missing something ...

I did make the hitbox of the player very small to avoid random deaths from getting too close to stuff. Maybe you accidentally walked into a fire? The z-index flashing (which I added in those last 15 minutes of the 4:00:15 to make it more obvious why you died) in that case isn't visible, because the player doesn't move into the fire (so there's nothing above or below them), you lose the game as soon as the game determines that walking in that direction would be deadly. I think in a future version I should disable unsafe moves, because deaths due to that are more annoying than anything.

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Ok, I just found a major bug that was making the game many times harder. The probabilities are completely off, because every time you were teleporting the game would teleport you 20 more times and if in any of them you die, you die. So with every teleport, it is 20 times more likely that you are teleported into a fire or into a sabot. XD I won't upload the fix for that until after the jam is over, because despite that bug it is still playable and because it took quite a bit of time to find that bug (and to notice it ("Why did I land into that single fire in all of that terrain?! What are the odds? This is happening way too often...")).

The E or e normally is a shorthand for "×10^" when writing scientific notation. So 4,288963e+8 is equal to 4,288963×10⁸ = 428 896 300

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Thanks for the feedback. :D

Yeah, I just took the controls from Cataclysm DDA, but that is a turn based game, but here one must be quick so it's problematic if the controls are weird. I already made a commit to allow wqazxcde movement, because I thought that might be more intuitive for people without numpads (I will probably upload the new version, since it was a really quick and easy thing to do, so it shouldn't affect my trijam time too much).

> It was quite fun but a little bit to luck-based

You have 5 seconds before the sabots spawn. If you are far away from factories you can use the teleporter to quickly try to get to a more advantageous position (there's no cooldown and there's no risk involved, because there are no fires or sabots yet). That's the strategy I use.

I also intentionally made the player faster than the sabots so that the player may outrun them and lure them into each other or into the fires. The game (without taking into account teleportation) becomes easier the higher the fire to sabot ratio is, because the sabots only try to avoid the factories, so if there is a wave of sabots coming from one direction, you only need to stand behind a fire to fully destroy them. I managed to complete level 7 with that strategy.

Some versions of the Chase game (1984) (which is what this game was inspired in) also have so called safe teleports that you can use a limited amount of times that put the player somewhere where there is no fire or enemy. Maybe I might some day add something like that.


Edit:

Uploaded the updated version with the improved controls, which took 1 to 2 minutes.

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I'm using Wine so the error is likely on my part, but I'm going to write this anyway:

The executable at first gives the error that UnityPlayer.dll is missing. After downloading it, I get the error that the Sabotage_Data directory is missing, which I think should come with the build.

Unless you use a pack tool to cram everything into a single exe, I don't think Unity can generate single file windows builds (as in just one exe file). Could it be that you only sent the exe, without packing it? https://stackoverflow.com/questions/63016138/with-unity-version-2020-and-onwards...


(again I'm using wine, so that's possibly where the problem lies)


Edit:

Not relevant anymore.

I think the joke is that regardless of what the candidate says their supporters will still support them.