Oh yeah, and you can't win or lose, we didn't build any end game logic, haha. You can just score points till you can't fit anymore blocks in there.
KSUIE_Gaming
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Thanks for playing the game, we should have added instructions in menu at least. Points are scored when you reach a goal amount of fill in any of the three sections. The goal target increases with level. So level 1 is 85% full but the gauge will show 100% full because we thought it would be more confusing if a zone cleared at 85% than if it cleared at 100%. But with each level the required completion percent gets higher, so eventually at level 10 you have to be 95% full to clear a zone. Whichever zone reaches goal all the shapes in that zone clear and you score points based on which shapes were present in the zone. If you score 1000 points all shapes on level clear and the % goal targets are increased. Sorry for the confusion but thanks for playing.
Thank you for your review and trying the game. It was our understanding based on the game jam instructions:
"3. Incomplete games are accepted, so don't be anxious making a complete game! But your submission should be playable. If you're not quite satisfied with your game, or you missed the deadline, or you simply want to continue working on your entry, check out Super MVM!"
That it was ok to submit an incomplete game. As far as what is happening I'm surprised people have not understood the game as we felt it was straightforward enough it would be ok to not put text instructions on the screen. Left click fires a projectile that hits wherever your mouse is pointing, if you hit a falling shape it will move to the right. Right Click cracks a whip to wherever your mouse is pointing if your mouse is over a block it will move it left. The progress bars on the top left shows percentage of full/goal you have completed in each of the three clearly defined sections (The packaged game did show the bottom section of the bottom box that is actually under the map, so the shapes look like they are floating, but they are on the floor plane, so I can see where that adds some confusion as well visually. It did not look like that in the editor.) When the volume goal percentage reached is >=100 then all the blocks in that section delete and you get points. When you score 1000 points you get a better gun and the level clears. (If you overflow well we didn't add endgame logic or menus because it is a concept demo.)
The game is by far not finished, this is a playable concept and now we have learned we should have explained the game in a menu since the two reviews we have gotten say they don't know what is going on. I would ask a simple question when evaluating the game, how would you go about calculating volume occupied of an area? Which was the primary challenge we had given ourselves to solve, and we solved that challenge. Of course since we made the game we understood exactly what the goal was and what we were trying to accomplish, so with a simple left click right click game mechanic that we thought was rather intuitive we neglected explaining in more detail. But, I think if you were to try it again after knowing how the scoring works you may find it less disappointing, again it is just a demo of a concept.
I do have to argue the point of not themed. The character, is a metroid (literally i used metroid character as reference in blender). He uses a chain whip to grab boxes and move them left. The whip is modeled after the castlevania whip. It is 2d (Well technically 3d but locked to 2d perspective.) I would think at least a 3 is warranted for theme, in my opinion. If we were to finish the game, we would progress through levels in platform fashion (i.e. explosions game boxes sink through ground you platform right until you come to the next puzzle board), but our main goal was accomplished which was learning how to calculate the filled/empty volume of an area in 3d space.
Again thank you for your review.
Hey thanks man, I am about 45 days in now to learning Unreal Engine and have started my second game I am calling Tetroid, just posted an update a bit ago. I think it's going to be pretty fun when we finish it up. I was originally going to just keep working on the Fishing game until it was perfect, but decided for the first year of learning the system I will just hit game jams to get inspiration and new challenges and learn as much as possible before I even try to build a "real" game.
I submitted mine last week, curious how many others have put in their games? https://ksuie-gaming.itch.io/afflyction-fly-fishing
Hey Ryan, you said you were going to live stream the demos. Do you have a scheduled time and date when you will livestream the submissions? Thank you so much for the class today, you sent me light years forwards. This is my 21st day learning Unreal Engine and the Game Jam totally motivated me to get this game finished. It's crazy because I decided to build a fly fishing game as my first project in Unreal to learn how to do stuff, so I'm real excited to get this thing wrapped up by the 30th. It's coming along nicely thanks to the information you shared today about the bobber. I knew what I wanted to do, which was basically what you did, but didn't know how to do it. So I used Ray Tracing from mouse click to find the coords where I wanted the fly. Then instead of projectiling it from my character I just adjusted the colision coords a bit and got this: