Yeah, it's more like a broad description to quickly describe it because shapes fall and combine / disappear
GameDev_byHobby
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Lol thank you! Most of the month was spent in UI logic so I'm pretty proud of that side. The simulation part is buggy and not really ready to ship, but the time limit is what it is.
If you really want to see a working game like what I tried to do, you can go here: Sandspiel or Sand Pond.
You're supposed to dictate simple rules that would interact with each other to simulate really complex stuff. Like cellular automata
Thanks for the kind words! I know it's got a ways to go, but I succeeded in finishing a buggy pre-alpha 0.1, at least lol. This was a mini project with no strings attached to get me out of a block with another game I'm developing. After all, I'm going to come back to that one after another month I think, and redo a bunch of stuff with a more detached mindset
Hi! Thank you for trying... It's a bit messy and incomplete rn, but it should have tooltip hints. If you hover over stuff, you'd get some hint of what to do. On a nutshell:
Ruleset {
Name
Color
Rule {
Input
Output
Symmetry (X, Y, Z)
Chance of executing
}
}
For now, you can't mix elements on the input/output, though. I tried to make it work, but it was a bit of a rush to have the current broken implementation done in time. Maybe for an update
A bit difficult to keep the enemies at bay, but cool concept overall. I'd replace the text explaining the mechanics though! I read the first two lines and started right away, it's a bit overwhelming to start with. Maybe you could introduce the mechanics one by one, explaining in bite sized chunks as they come up in gameplay
A respectable 8th place overall for my run, I really like this game. The initial presentation is awesome, the art stunning. One thing I don't know if you can achieve would be to scan the local system and display the letters that correspond to the player's keyboard, taking into account the physical key press and the actual key value could differ between languages.
Also, really cool way to do combat. I rate this 5/5
Ah lol, that's the default setting for monetization. I never pay attention to it. I never expect money for my games, specially so for Jam games, but thank you for caring anyway :D
The game is as bare bones aimless as it gets, I'd like to break off the sandbox feeling that it has right now. The original Jam's theme was exploration so the only aim/goal is to explore tiles by moving. I agree with you and I'm aiming to give this game better moment to moment gameplay. The current aim is as you said, to chill for 5-10 minutes, enough for a Jam, but not good enough going forward.
I'll try to add some combat, puzzles, smaller levels and stuff like this.
Thank you for your feedback!
I really like the movement in this game, really satisfying to run and jump. I also love your choice of the Lego style! Did you make the models or download them? Gonna check out the description again in case it's there. I also like the game overall but after a while it can seem to be a bit like wandering without a clear goal. I spent some time looking through every tunnel and branch and it quickly became disorientating, which isn't exactly bad for this kind of game. The kind where you have to draw the map on a sheet of paper to keep track of every twist and turn. Very good game!
Good to know! Maps will have to be less than 500 tiles. I'll take It into consideration. Also, I may count the total tiles to give bonus rewards but I don't think total exploration should be the or the only goal.
I'm gonna look into those Bugs, thank you!
For the last bit, I think your problem about jumping around should be a known issue with the A* algorithm I'm using. I should fix it soon. And maybe add a tutorial and some crosshair indicators to show valid tiles.
Thank you for playing and the amazing feedback!
I really like the game. The controls are a bit difficult, specially because the camera not always focuses on you and you lose sight of half of your character, but it's difficult in a way that can be more fun because of it. Also, try to capture the mouse so that people don't have to focus on keeping the cursor on the game window, more so due to the uniqueness of the movement system. I didn't play the game before, but good job on the AI! I can tell it's not the typical brain-dead bot that gets stuck on corners or "shoots" at the wall. Well done!
Thank you! With so little time in the first jam I ended up with something totally different to what I thought of first, but I'm liking the direction. It's only a glorified prototype at the moment, but I see some potential there. It'll also help work on jam projects after the event, as I always abandon them due to the rushed and ugly code base. I think the music could improve greatly, though I'm not too bothered by it for the moment. Thank you for your words and feedback!
Very few ratings for a very interesting concept. I love the slime consuming everything mechanic. I got so big by the end that I couldn't eat the last piece of furniture, but I guess that can be said to be part of the puzzle. You could very easily expand this game in a fractal fashion, getting into a larger environment as you eat. Apartment > Building > Block > Neighbourhood > Etc. Great game!
Thank you!
I was going for tabletop RPG like but ended up with tabletop splatoon lol. The movement is like this because I always make free movement and wanted to challenge myself. Although it would be more difficult to determine an explored tile. I'd still have to compute the player's path in a grid. I could do something about the speed though.
Appreciate your feedback!
Always good to see different perspectives and some 3D. This game is specially good in terms of exploration. It really feels like an unknown dungeon with the blacked out tiles. The exploration has a clear risk-reward system due to its nature that makes you want to keep discovering tiles but that might cost you your life. Good game!
Thank you for playing!
It's very much a random number generator but the screen can really limit you some times. I noticed that there's not much of an incentive to move up and down if you can't reach as far as to the sides, so I could think of some fix to that on a upcoming update (maybe).
Thanks for the feedback!