Some of it yes, some of it no.:
Selfmade / Soultrailstudio:
- Programming
- Music
- Visuals (exceptions see below)
- UI/UX
- Game Design
There are three AI Generated images though:
- Old Barn background image
- Cottage background image
- Encounter Persona at Cottage
SoultrailStudios
Creator of
Recent community posts
Thanks DIamond! This is practically a demo for a game that is meant to become a fully fledged one some day. Some ideas need to have at least a demo to experience if the game idea is as good as in theory. Working on this for a while now, but the jam gave me a reason to actually programm something to have something practical, to experience the game idea, to balance out if it's worth it. So yeah, I am glad you have the right feeling for it, this indeed is made to become a complete game.
Thank you! This indeed is a literal prototype, a proof of concept. An Ideat hat I have planned out for a while. It is planned to be a full scaled game. This what I was able to create within the timeframe given. Sometimes it is important to make a demo to see and experience if the idea is worth the time.
I don't like it, doesn't mean it's bad, I just don#t really like it. The idea is awesome, gameplay is well done, music is wholesome, intro has it's own charm and personality. It's just to small of a moving area and the stuck sfx triggers something I don't like. Overall an amazing game, for someone else.
Usability lacks a lot. using mouse and keyboard mixed is always kinda odd, espexially keys that are far away from the common ones. Noevertheless, I won :) it's cosy, kinda relaxing, good music and I like the rotation of the plants and their moods, also the extra of having to defend against meteors/asteroids is good extra.
Suggestions:
- Add visible health of plants, pressing pause and checking every one of them is time consuming
- Placing facilities with RMB would help a lot
- Opening Specs of facilities while another one is open should close the other ones and open the selected one
etc most feedback is about usability
Gameplay is cool, as stated, I make it too 100mil after all :)
Indeed, this was made within three days (missed the start, discovered the jam a bit late). The scaling part is subtle, absolutely right, scaling the shelters built is not much. The actual scaling should be in the actual game scaling of your squad. NPC's will be recruitable etc etc - tahnk your for the feedback. This project sits on my plan so far only in theory, this is the first actual draft
Super fun! I love the setting and the scaling of the Squad. Selecting individual slots or vehicles does not really snap in properly, some vehicles get lost due to not being able to select them. Grapchis are super cool, music is intense, enemy AI is kinda smart, Pretty fun to replay too, replayablity is neat.
Super fun! I love the setting and the scaling of the Squad. Selecting individual slots or vehicles does not really snap in properly, some vehicles get lost due to not being able to select them. Grapchis are super cool, music is intense, enemy AI is kinda smart, Pretty fun to replay too, replayablity is neat.
10 games in and this is so far my favourite, everything works smoothly, no bugs happening, game loop is smooth and coheceive, content is neat, card drawn make sense, different combinations possible, although very linear, the linearity of is per player individual, no stress, no hurry and fit the theme
I am biased here, simply loving this genre. I suggest to rethink the cusror / camera movements, MiddleButton hold to move camera is nasty in brwosers, doing a lot of stuff outside the game. The setting is cute, wholesome, building words smooth, buildings/needs/costs make sense. Would def. need some more info which building does what, now it's place and find out. Enjoyable, can imagine you can make a big fun game with this. Also would need some lore to make it different from other town-builders
Hey King FIsher! Actually there are a few additional elements on plan for after the jam. After all it will still be a just a small sidegame to waste an hour on. I had in mind to have like several maps to run simultaneously but this goes over my ambition. Game gets a winning screen, an additional facility and soe more interaction with Bearguy, after the jam, just to wrap it up.
Hey, thank you! On plan is a fourth facility and yes, a win condition too. Also the rates are multiplied for the jam, didn't want the judges to play for hours to be able to see the functionalities. And while we're on it: The bear has on plan some more dialogues to continue the onboarding process throughout the upgrades of facilities. Abit more guidance here and there. So yes, there are some small improvement and quality of life patches to make. Hope you can play the final version then.
Thank you mate! I know I know, rushed through this to get an MVP. Basically there was the idea of having another storage unit to upgrade Miningspeed and when reaching a specific threshhold of cash moving on to the next scene with different and more stuff etc pp. TBH this was just a freshup for my skills, have not touched the engine in years, as a prep for a serious project :)
That was harsh X_X But I get it. It is simplistic, and it is made by one person and it took like just a few hours. The magic lays in the onboarding process to guide the player through the tasks, intuitive gameplay, polished as possible, while keeping a self-explanatory short gameloop.
Which some egyptian themed games could really make use of, instead of a one-page-display of all info at once leading into minutes of not getting anything done ingame, while having a team of like 5-6 people to get not just the mechanics done, but also some good gameplay and smooth onboarding and explaining tasks ingame instead of leaving the player alone with a wall of text. Given the use of ChatGPT one should expect people could simply ask "How do I make my game intuitive?".
An eye for an eye my friend.
But together we'd create a good looking game with a more complex game mechanic that plays intuitive and guides the player through the game properly.