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Shiloh

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A member registered Nov 28, 2021 · View creator page →

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(2 edits)

Hey, thanks! I agree that the music and art were really good, the artists and musician I have helping me on these are GREAT.

As comes to the cards, essentially, each limb is assigned a number of tags - a normal leg has "normal" = 1 and "leg" = 1 (not all values have to be 1, for e.g. cyber legs have "legs" = 4, or something). Every turn, 5 unique limbs from non-stunned blobs (blobs that are stunned are skipped and 1 stun is removed) are picked. The limbs are then aggregated and their tags merged, if they share any in common with the original limb. I then look up into a registry of abilities to see which of these aggregated abilities can be generated and transform the aggregates into them, prioritizing the "strongest" first listed.

As an example, say that none of your blobs are stunned and you have at your disposal a cyber leg (cyber = 1, leg = 4), a normal leg (normal = 1, leg = 1) and a normal arm (normal = 1, arm = 1). These are merged into:

1. cyber 1, leg 5, normal 1 (the normal and cyber legs could be merged because they both share leg)

2. cyber 1, leg 5, normal 2, arm 1 (all 3 could merge, because normal leg shares "leg" with the cyber leg, and "normal" with the normal arm)

3. leg 1, arm 1, normal 2 (arm only shares "normal" with the normal leg, it doesn't have any overlap with the cyber leg)

Using these, I might generate a consecutive kick, as the strongest ability possible using the second tag aggregation, then some form of "cybered up kick" (though no such ability exists), and a "kick" using the last one, because kicks may be considered stronger than punches due to the abilties' serial definition.

I picked this approach because it would lead to combining limbs netting you interesting combos (if you have a bunch of different legs, you're suddenly stacking a lot of different adjectives (normal, medieval, cyber, monster, cute...) alongside sensible combos within a category (flying kick if you have both wings and leg, where they would have to share an adjective for them to combine), while preventing all rolls leading into duplicates spawning (which is also guaranteed by the algorithm itself, but I found this approach more appealing) and guaranteeing that the order that the limbs are "chosen" in doesn't matter.

The system was meant to lead to a chaotic body-building experience where you would try to target specific enemy blobs, steal enemy limbs and try to stack the odds in your favor to get the coolest secret abilities, however due to time constraints and me having to juggle most of the programming, the design and team management, this vision couldn't come to fruition, nor could it be well communicated to players. Such is life. 

In case you're still interested, you can find the repo with all the code here https://github.com/pigslyer/blobmalgam (card definitions and the algorithm are under src/blobmalgam/abilities.gd, whereas the limb definitions are in src/blobmalgam/limbs/. Some more ability generation code from the perspective of the amalgam is also in src/blobmalgam/amalgam.gd), and you can contact me on discord (@pigslyer) if you have any additional questions, or just want to hang out (I get lonely).

Thanks for playing, and much love, Shiloh <3

PS: Working with GDScript was also an absolute pain in the ass, but Godot 4 doesn't have C# support for web exports yet :/

Thank you! We appreciate it <3

As comes to sound, I'm sorry to hear you had issues. We didn't do anything particularly crazy with it, so I can only assume it has something to do with Godot's web player. We'll be sure to do more testing for the next release though :)

Thank you! I wish I could've fit an extra level or 2 in there (mud was very underutilized as a tile), but otherwise I'm very satisfied with how it turned out :D

Day 3 is the hardest level in the game. Jodi was able to solve it with an hour spare, while I only ever got 10 minutes before the clock ran out. My best suggestion is to *avoid the sand* as much as possible. It really is hell on the wagon.

I would've loved to add some more UI stuff, but we ultimately ran out of time. Thanks for the suggestions tho <3

Thanks <3

Thank you! I think I'm speaking for the entire team when I say that we appreciate it <3

Thank you.

I noticed that the link to the hangout channel you put in the jam's description is expired. Could one of the mods please update it?