Nice game, reminds me of Papers, Please as a concept.
I'm a little sad that there only two patients tho :D
Good job
jafarrolo
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Love the atmosphere, and the Asteroids like controls, albeit as others said I struggle with them a little bit.
Also there is a little issue the first time the objets spawn, but that one is something I struggle too with web builds, I have yet to find a way to cache the scenes that are needed.
Other than that I really like the graphics and the music is perfectly in tune. Good job!
Eh sadly you're not the first one telling me about getting stuck and I'll have to look on it, I think it may be an issue with the web version that I didn't have that much time to test :-\
Regarding the SFX it was more due to time than to choice, it would've been the next thing to put in the game, also the movement probably needed some more tweaking.
The idea was to be able to exit it in the beginning but I scrapped it since I was not sure about it, the other idea that I implemented but I removed at the last moment was also the ability to change your color by using a turn, but it felt to me like it dragged the game too much, but maybe it was a good idea, I clearly need some more experience in development to understand better what can and cannot work before putting it in code :D
Thanks for trying it out and thanks for leaving a comment!
Thank you very much also for all of the nice words, regarding the prediction of the enemies movements yes, I wanted the player to predict them, but I also wanted a little bit of uncertainty so when an enemy can choose between two or more paths that have the same distance to the player then it chooses one randomly between those, but in theory the enemy should always move closer to the player. Regarding the plan it was always turn based, I wanted to try out a broughlike - style game since I always liked them and I like the minimalist philosophy behind them, but I clearly need some more practice because I have the tendency to put always something "more" in the games that I try to do and I should stop that and stick to the plan.
Cool game, but it needs some time to get used to the controls, I need to come back to it when I have some more time since I spent 10 minutes going left and I didn't find much, but by the look of it, really good submission! Solid job!
Little suggestion, in cases like this give some arrows to the player at the beginning, since generally people go to the right (Super Mario taught that) and I've lost a good amount of time trying to understand why I wasn't doing much and I saved myself some time by looking at the comment that told me to go left.
Really awesome game! The concept is really good and I can see it being developed in a more fully fledged product, well done!
If I can point out something that I would improve is the visibility of where the technologies are being developed and the catastrophes that you can activate by changing the color of the elements on the map (something like a darker color, nothing too complicated).
Again, well done!
Not a problem in trading code, maybe send me a private message so that we don't put it in the comments, anyway what I do is using a Dijkstra algorithm ( pseudocode here: https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm#Pseudocode ) to find the shortest path to the player, but I removed from the graph of vertices all of those that already has an enemy on it, if at any point the queue of nodes to visit is empty or the min distance is > 64 (since my board was 8x8 and I didn't know if it was possible to do <variable> == INF as a check) then I return an empty array, and an enemy moves only if the array has a dimension > 2 (since 2 is a path that includes the starting node and the arrival node).
Also don't add a neighbour node to the list at line 13-14 of the pseudocode if the node is in the nodes to avoid.
Ok, I think I've found the culprit, the audio folder in the project is 60 MB and there is a song that is 25 MB (the one of the 10% of a cat game) and another song that we didn't use that is another 12 MB, stuff that we used as a placeholder and I forgot to remove in the release.
I'll remove them in the next versions.
Thanks for pointing it out!
Hi!
I'm sorry I didn't answer before, but I was trying to finish the last GWJ submission in time (spoiler: gneeeeh I didn't, not like I wanted at least).
Regarding the pck file I don't know if it's good or bad, your (๑•́ ヮ •̀๑) says "good", your "What is there?" says bad, so I'll give a look into it if you tell me it's bad, it's possible that it is related maybe to an addon used if you meant that the size is big, probably Dialogic 2.
The game was about work overload, the idea was that you sit at your computer trying to complete tasks but you never get to be the "employee of the day", and at a certain point you should start wandering around and see what this is all about. Bugs make it more convoluted than it is, when I have some more time I'll try to fix it up so that it works properly. Thanks for trying it and expecially thanks for leaving a comment <3
I really liked the art but the game was a tad little bit too difficult to be without checkpoints, after dying a few times to various things and restarting from beginning I sadly gave up.
Also the idea of various forms to solve puzzles is always nice to see.
For what I could see it was a good game, maybe if I have some time I'll go back at it and give it a more proper try, I'll give it a follow in case you add a checkpoint system.
In any case, well done!
Thank you very much, all feedback are welcome and for the next times I'll be more aware of it.
My guess about the hitboxes is that the 45° camera (instead of the 90° we thought in the beginning) changed some dynamics with the hitboxes and thus I should've moved them a little bit vertically (either up or down) to compensate the difference in perspective. Note taken :D
Really nice puzzle game! The puzzles were not easy and gave me a good challenge, due to lack of time I was not able to beat it but I think I'll give it a try at a later date. I also liked the art that was cute and functional. Good job!
A little suggestion for QOL, it would've been nice to have a button to just reset the level instead of having to finish the energy, but I understand that when the timeline comes closer and closer it's not one of the first things you think about :D
Now that you make me think about it it would've been a good idea to work on the accessibility regarding the light / shadow areas, maybe we'll do it in a future version, I totally ignored that (and even if I didn't I wouldn't have been able to implement it probably), so thank you very much for the feedback, it gave me awareness and it SPROUT a thought :D
I really really liked the puzzle mechanics, I think they were very well done and I liked the fact that to solve a puzzle you had not only to think about the screen that you were seeing but also about the screen before or after that.
Like others said the controls were kinda clunky and I think the culprit was that the koi was keeping the inertia, I think you could give a try at removing it, maybe it will be better (probably make the character as a CharacterBody2D instead of a RigidBody2D).
Oh and I also liked the addendum of other mechanics like the clouds and the obstacles that were in the middle of shadows, after that I didn't do much but when I have some more time I'll try to finish it too.
Good job!