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Tellyandrew

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A member registered May 19, 2023 · View creator page →

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Ok, thanks for the feedback!

Hi, is there anything more specific you would suggest to improve the tutorial?  Thanks

I enjoyed playing this!  The art is great too

Just a small nit pick, the controls for navigating the menu should probably be the same as/similar to the in-game controls, I kept having to swing my mouse over to click the retry button

Thanks!  Jimmy made the bankers

Nope, there's no rotate button, I wanted the direction you build out your sewer to have strategic implications (i.e building south east will give you less room for rat pits and north west will give you less room for armouries); I also wanted players to have to think about leaving connection points open for future rounds, so they would have to do some long term planning in order to let them keep scaling their sewer efficiently.

Thank you!

Hey, thanks so much for the high praise!

Yeah the off-centring thing is because this is my first html5 port and I only tested fullscreen in gx.wasm and windows; now I know for next time!

I used Gamemaker engine because that's what I'm used to, but the faux 3d stuff can be done in any engine.  I made a tutorial last year on the Gamemaker subreddit, because I also wrote a isometric game last year for the GMTK game jam (it's also a bit closer scale to Into The Breach).  But with more experience I don't think the methods I used in that tutorial are very good (This game would run at like 1fps if I used the same method from my tutorial); the maths and basic concept is still alright though, it's just that the implementation details are very questionable.

The route we used in this game was to just draw every chunk from the back to the front, adjusting their x and y position on the screen using their virtual x, y, & z positions (their real in-game coordinates) using some maths.  Before the draw step, we just added every entity to a priority queue that each chunk owned with their priority based on how close to the camera they were, during the draw step for every chunk, we just draw the entities in that chunk based on their priority.  Here's a pastebin link for the draw stuff in GML (beware, it's very messy because it was obviously written in a short amount of time for the game jam).

This is not a good long term solution if you're making a non-jam game, because it meant that we had to draw the rooms and then manually set define where the ground, water, and walls are in code.  Rats also have small clipping errors when they're at the borders of chunks because of this.  I would probably recommend (with like low-middle level confidence/conviction) making your game with a real, 3d, orthographic camera (with a fixed 45° pitch & yaw) and then bill-board the sprites in that 3d space if you're planning on doing a long-term project.  I just wrote it this way because real 3d would have taken too long to set up in the short-term in Gamemaker.

This is a super unique take on the theme.  The 3D art direction and lighting is also really good, I just had a small problem where a specular light was preventing me from seeing the colour of a vial.  I'm surprised it's possible to make something like this in 96 hours

The puzzle design is really good, I had lots of "aha" moments.  Also, I'm totally stealing the technique you used to animate the banners next time I'm drawing something like that.

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It's nice to see another aficionado of rat-type games

Thank you!

I loved the sound design, especially the npc talking blips

It's really fun being able to control two entities at the same time.  A small gripe I had was that I had to take my hand off my mouse in order to move the crane, but I'm not really sure how you solve for that issue.

Fun game!

Cool game!

If you want to have orthogonal controls, but still tilt the camera off axis, I'd recommend doing what RUINER does and tilt the camera closer to 22.5° instead of 45°

Ah, yep that would do it.  The game only checks serially if the instructions are complete, so if you moved it before the text popped up it wouldn't have been recorded.  And yeah, I should have probably disabled that message.  Thanks for letting me know, I've been trying to improve the onboarding for my games over the past year and feedback like this is the only way I improve

THIS IS SUCH A COOL CONCEPT!  I wish you had leaned more into the puzzle solving aspect with the rescaling, I felt like the platforming bits didn't really gain much from the mechanic, whereas the puzzles (like dropping a platform out of the small world to make a path for yourself) were super interesting.  Also title screen is a vibe, I just sat there for a minute listening to the music before I went through the door.

The art is so good!

Thanks!

I liked the creative decision to add landmines to the mountain/branching lovecraftian horror rock

Thanks!  Can you tell me what the issue is?  It would help for future projects. 

There's no bagging, I may update the game after the rating period when the jam is fully compete to have some small QoL stuff like that

Oh, also, how did you to the trajectory display line thingy?  Was it just a ray trace, or is there some way to math it out?

Hey, this is a really neat concept.  I wish the station stayed still or positioned you at a random angle so you were forced to interact with gravity more to make shipments.  I got the top leaderboard score by shrinking the planets so I didn't have to worry about gravity.

Cool game!  Where do I buy the PSS copy?

Thanks, we made so many rat sounds while we were on voice chat during the jam

Thank you so much!

Thanks, I appreciate it! I might polish up a few things code-wise and release an updated version after the jam (but probably no new content).  However,  I've another isometric rat strategy game (different from this one, I just have rats on the mind) in the planning phase right now for a long term project after I release my other game, Dead Oculus, on Steam. 

Thanks!  This is literally the reference I sent to Jimmy for the giant rat art

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This was really fun!  It's hard to do RTS games in game-jams, so it's always nice when I stumble across one.  I wish the supporter arguments went a bit faster though

Edit: Itch.io decided to post 6 duplicates of my comment, I deleted them, sorry

This is a really cool concept!

For feedback -- I think leaving the blocks where they are when you reset might encourage the player to do more experimentation.  Or maybe I missed something?

Had lots of fun, great job!

Thank you so much for playing it, I'm glad you enjoyed it!

Thanks for the feedback!

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Cool, thanks for playing!  Unfortunate that your mic broke :/

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Thanks for the feedback!  Setting up the fake 3D stuff in Gamemaker took longer than I would have liked, but I think it paid off in end.  I appreciate that you like my art-style!

I agree with your critiques, the game certainly has some issues with communicating to the player.  -- I think a free dummy timer/delay troop might have been a more elegant/self-explanitory solution to letting players split up waves (assuming I also coupled that with better communication of the abilities).

Thanks again!

Really cool idea!

I feel like the player could be a tad faster to make the experimentation loop quicker.

I couldn't quite get past the last level, but had lots of fun nonetheless!

Thank you so much, I'm glad you enjoyed it!

Thanks again for the feedback!

I agree, onboarding is the biggest thing I struggle with right now  -- this jam has been illuminating for how I should handle new players for my other long term  projects.  Nonetheless, I'm glad that it grew on you when you got a hold of the mechanics.

Goodluck as well!

Haha, true.

A practice level would have been great for quickly implementing tutorialization, I'll keep that in mind for future jams.

I've updated the game's page with more detailed descriptions of the potions.

Thanks for the advice, it's really helpful!

Thanks, I really appreciate the feedback!

I hear you, I wish I had time to add some indicators or a tutorial, although there's some info on the potions in the game's itch description.

If you want to give the game a second shot, here's a longer description of the potions:
- [R] Teleports the selected tower to a random location
- [T] Disables the selected tower for the round
- [Y] Gives your units a speed boost in the selection area

Didn't expect to see an RTS -- especially with a focus on micro -- in a game jam!

Really enjoyed playing this.

This game's super polished and feels great to play.

My only complaint is that the game's too short!  I wish that there was a continue button after you beat it, I wanted to see how far I could get.

I really enjoyed the ATTACKWORLD's music variation, its unfortunate that most of the game takes place in the other dimension.  The player controls a tad finicky due to the delay in hammer swings, but it does allow you to swing the hammer and fall off a platform to jump further, which feels really good.  Interesting design conundrum.

Can the final platform only be reached by comboing a hammer swing and jump?