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garbageManki

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A member registered Jan 30, 2021 · View creator page →

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As “another pro tip”, use an area2d to check if the player is colliding (around) with interactive objects; So instead of doing labels for each fruit you just do one general “cast” and that’s enough to verify if the player can interact.

Myself I create stuff like this just for this kind of casting. It can be attached from a simple “billboard” and up to NPCs. Try studying a bit of polymorphism and “ECS”, which both will give you enough route to expand, build and debug a lot of your future projects (And this one also if you want to keep adding stuff to it).

That was my 2¢ but overall the actual pro tip is: Games are a farce/illusion, just focus on making pretty farces/illusions and that will do for most games (shaders and baking textures/lights exist for a reason…)

Playing on fullscreen adds a second level of challenge; It’s all repetitive but it’s hard enough for “average mouse clicking”.

I won’t keep developing it but it’s nice to know that simple mechanics like this are enough to make a whole game functional.

“Fun concept” -> We usually tend to overdo mechanics to try create a bubble of fun, but in reality all you need is just one key aspect that really embodies the pace of the game.

Thanks for playing!!!

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I only have a few “tweaks” to advise.

  1. Controls are a bit buggy when you press 2 or 3 keys at once. Maybe you can improve that part of your code and make the inputs more “free”.
  2. I get it that it was made for a game jam but being “gameplay wise” I think that the fruits and overall collision was also a bit buggy; Maybe making the objects(fruits) without collision would be better for gameplay and even fixing some collision shapes will improve massively the gameplay.

Overall 4.5/5.0 (with a few improvements this can become a great game; Making it with a fuller “story”, a “good x evil” arch and so on).

Great game, hope it wins, at least!!!

On mobile it feels like cheating really.

The timers to “uncovert” people was 1-2 seconds (randomly picking) but it was too fast for me to debug the levels so I eased up for 2-3 but that on my perspective was too fast for most people (I didn’t tested but with experience I thought that would be too hard); I kept that for a while but then eased up a bit more to 2-4 or 3-4 on the final release.

Play-testing is the real deal for a game, but I’m happy people found it cool to play.

Thanks for playing!!!

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Great one, I usually end up with 7 or 6 seconds left on PC/web.

I’ll check the game out! <3

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Yep, on mobile this timer got way too easy. Originally it was 1-2 seconds random for them to “unconvert” so it was way more mobile oriented than it is now. But while debbuging on editor I wasn’t able to test neither fully complete a level with that speed.

Ended up easing up both for mobile and PC/Mouse. There was a harder version for PC/Web but I thought it would be too hard for most people and overall it’s a quick game (it’s all the same, it lacks sound… you shouldn’t waste too much time there, well, at least for the game jam version).

Anyway, that was on my tasklist but I couldn’t wrap everything with just a few time to develop. The game feels more like a polished prototype but the idea was to make this a “roguelike”; You would have waves and so on… instead of “killing” you would need to convert as many people as you could, but there was no time to do all that so I wrapped around continents instead of “waves of enemies” and gave it a “end game” screen.

Thank you for playing!!!

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It’s because I changed the file to a version that is more balanced (the most balanced out of 3 submitted versions). This one(now) is a previous version that uses a more balanced approach.

The original in which I wrote the comment/note was a bit harder on mouse but very easy on mobile devices (that’s why I wrote that).

There’s a timer that goes random and if you had 3/4 characters with the minimum value, then you would have a hard time passing each level + there’s a bug on try again that I didn’t noticed at first so it would be really hard to end just with mouse/click.

About the sound-fx, I never had the time to search for sound-fx; Last moment was debugging the levels and fixing bugs… unfortunately there wasn’t any time left to add them (I entered on the Jam with 18h left to submit so that was the best I could do in 8h of making).

It’s a hard game…

I made it too simple so I had to balance the “quickness” by using the clock.

  • 4 Levels
  • 8 Clickable Characters Each
  • 1 Hard-Time Ahead of You

Good luck!

(pro tip: use your mobile, if you can, it’s easier to tap every character this way).

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The code for the input was just “InputMouseMotion.relative * weigh”.

I took viewport into account too but overall it works the same on both “modes”.

In my tests the fullscreen were easier but I didn’t tested the web version, I just “deployed” to match the jam requirements (I mostly took optimization into account rather than tweak the gameplay settings).

Anyway, the game wasn’t meant to be played out of fullscreen so in a way it’s totally a bug (I tried using both axis on InputMouseMotion cause the player could get confused if the motion were supposed to be up-down or left-right; I just used both so any input like randomly moving the mouse very fast would have the same effect and not just left-right which was harder even while I was developing).

Also, the viewport is small cause I couldn’t get the godot 3.x “downscale” effect on 3D so in a way it was meant to improve performance but also to “look” like PS1 artstyle. I took “256 * 5 / 4” x “224 * 5 / 4” as a rule for the resolution but since 512x480 was “too laggy” because it lacked optimizations I just kept that lower (on 512x480 the fork is visible but that was a cheap way of picking performance x quality – I wanted a PS1 look so PS2 resolution was “too good” for the design I had in mind, I’ll probably use 800x600 in the future since it’s more standard but still as pixelated as 512x480).

Thanks, that’s my personal “humoristic” sense into action.

It’s both funny, “neat” and also tragic mixed all together. To me it’s funny everytime, well, for a “game over” it’s cool having a funny “ending” cause this game is hard so you have to “relief” and de-stress a bit before trying again.

Thanks and good luck.

Thank you, I sented the link to a guy who tested the game on twitch and I got to say, that was hard to watch “basic” stuff being hard to be accomplished by players.

I added the pickable items in the last few days of development and I didn’t playtested it with nobody; So as a developer the games was quite easy(I got to say, the guards catch me often so it wasnt really “easy”) but I never stopped to think that it was because I knew every “corner” of that level.

But overall the game is fun, but it’s not fun when you don’t know anything and the game doesn’t tell you anything.

Anyway, thank you and good luck.

Thanks man, I really got to thank you for testing cause the current state I released the game, it wasn’t tested at all.

All the key points you mentioned are important and I would never fully understand the players “difficult” to play the game if I hadn’t seen you doing in live.

Again, it’s a jam and those are all things to learn and evolve. Thank you again and good luck.

Thanks I really didn’t made any playtest so I’m lucky that the guy from twitch played for everyone to see.

I added the pickable items in the final moment possible so I never realized how bad the design was for newcome players. I should’ve added a tutorial or something, even just a camera floating around the key parts of the map would be good.

Anyway, thanks and good luck.

I did, the whole game is special and the idea behind it (the unseen concept we have in real life about ecosystems being degraded daily) is noble.

My game lacked a key part on development which is playtesting. I added those pickable items in the last days possible and I didn’t tested out how they would be “experienced” by players. I should’ve made a sample level teaching how to play to then push the final one; It’s a jam and I take that as a improvement for the future.

The fork and most pickable items were ok on high resolution, but this game is using somewhat of 320x240 so all the main pixels are shrinked and you can’t barely see a thing in the kitchen; Unfortunately I haven’t tested it with anybody so even though I couldn’t see the fork I knew it was there BUT players on the other hand can’t see also and they don’t know what to do when the game begins which was the problem of the whole “flow”.

I believe I could’ve just add a “task” on top-left corner like: Find the exit > Search for tools in the environment. But again, I didn’t tested so I never realized how bad it was for new players to understand the design of the level. Anyway, thanks for playing and good luck on the next (idk about the results but if you want to join the next one I hope you win there or double win there if you take this one). <3

The game was rushed since I started it all on AI and then build the models all alone. In the end I had to build the puzzles and maybe balance the gameplay difficulty.

It endeup ok but for someone who never saw the game it got really “complex”. I only saw how hard it was when a guy from twitch played the game.

The flow of the game isn’t clear at first so I really needed to add a sample level before actually putting the player in the heat (the level I hate so much in games: Tutorial).

For me, I don’t really care about tutorials since I always played random when kid, but people have standards and mostly they must understand your game. The fork, the puzzles and the light switches aren’t clear and that’s something I didn’t put a lot of effort into explaining to the players and the whole “flow” of the game is flawed because of that.

Conclusion is that the game is good and the gameplay is fun, but new players just can’t undestand in less than 5min and that’s a big flow in the design. Taking into account I tried to make all that alone I think is a win but as a game you deliver for people, it lacks tutorials.

About the door handle puzzle, all you need to do is move your mouse quickly sideways (left-right or vice-versa). The concept idea for that takes into account switching lights off to gain a few time + you’re thriving to escape the hotel. Since you found a fork then you might try to open that door in any way possible; Since your input to the door is your mouse, the motion on the mouse(sideway movement) is the equivalent “desperate” you would have in that situation… So on trying to explain the little details, the idea is that your input on the mouse reflects the “rush” the character has to open the door.

Next time just try to move is sideways and that would be easier (the same with the storage room which is somewhat hidden into players view but it’s there).

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It’s an old-school type of game. I’m used to contra 3, chrono trigger and so on.

For a jam I made the quick choice of making the main goal of the game being run away.

Since your goal is to escape then your task is to find out what’s the tools you might find in the small environment that can make you escape the area. I made the spawn point strategic for both player and AI.

The player spawns near the safe and the kitchen; In a way it provide both the starting point and the ending points; To reforce this idea I made all the AI push forward against the player, meaning your only way around is to went into the kitchen and maybe quickly find tools over there. But the AI will also push you out of there, making the kitchen a good start but not a “safe place”.

For the safe room(a place where the player can hide) I made a bedroom. The idea is that once you hide there you will casually notice the AI pattern. You will figure that switching lights will also slow the AI down, making you win a bit of time and even escape easily after that (to match the theme, you got to be unseen to escape). There’s 2 rooms next to the bedroom. One has a passcode and the other seems “useless”. If you pick the fork you might aswell try the 3rd room and find out the “cool” option: Unlock.

Once you unlock the door you might as well look for tools; Over there your might find a sheet of paper with a pair of passcodes.

This passcode match the puzzle on the room next to it where the guard walks around in a loop (This is the time the player must use the environment into his advantage by switching the lights off the most it can). All the rest should be self explanatory by taking all the previous knowledge into account. All the rest is unlock passcodes and even find the hidden item: A bomb.

I really intended not to explain anything for the players cause I believed that the game would be self explanatory once the players has in mind “escape the hotel” and “switching off”, which should “enlight” the exploration into the map. This is going to be a bigger game but once I made this “demo” I didn’t intended to “explain” things since it wasn’t meant to be the final version for this game (not just because of jam time but because I had and have more plans for this project).

image.png

Too sad we can’t test it mate.

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Idk if you still being able(if you talked to the mods) to reupload the game but it’s sad that we are not be able to test it.

The idea was that since you’re trying to escape but you have no tools on your inventory it means that you got to be “desperate” to open the door.

Usually when you’re desperate you will do anything to achieve your goal. Well, keeping that in mind I thought: When you’re trying to pick a lock in a “guarded” area you won’t take hours trying to open the door, you will literally try anything to open it.

I tried making the fork move a bit so at least the player knows what to do (move the mouse) to open the door. But I didn’t “explained” the tension you must have to open the door so the difficulty is more onto “I have to open this quick and by any means necessary”.

On my game design I tried to make the player desperate to open that door, randomly moving the mouse was the idea but it doesn’t seem to work properly going up and down since most of the screens are larger on width than height; Because of this I ended up and even created the puzzle taking horizontal length of the mouse(just like you do to use the mouse to rotate on FPS) to make the entry.

I haven’t made any playtest even with friends so I’m sorry for that unfortunate case of not matching players “intelligence”. Anyway, I’m a old-school hardcore player so on my “routine” I’m used to try things until I can’t (very persistent); I believed people would be desperate to open so any input on the mouse would be “welcome” but it ended up not being the case for most rather than a few.

The idea was that he was going to the kitchen to eat and went back to his “duty” afterwhile. Giving the player the time for open the safe in between.

But I made it very “primitive” AI so those extra tasks weren’t scripted in the final release.

The youtube devlog has the playthrough I made before releasing the game. You can check where to pick items and what to do. Also the design was meant for the player to use the light switches to gain a few time in between puzzles.

Well, I didn’t meant to make any further explanation but I also didn’t play tested with friends before releasing but I think the youtube video has it all “explained” if you’re willing to test the game again.

You got to use the switches so they won’t see you further than their “lantern”.

The main focus is that you start the level being pressed on all directions, lefting the kitchen to be explored. Once you pick the fork you might as well try use it on the game; Theres only one door open so you know the others are probably unlockable too (which them all are).

When you find the right door where the fork can be used, you pick the lock and enter a new room. Over there you can explore and find a sheet of paper.

Well, the vault door has phrases to match but the other rooms has a 4-code pass to use. Since the sheet has 2 codes you might try one of them. Once you match both codes, one at the door and the other on the safe you might find a phrase code that will make you able to open the vault (eat-2-dogs-alone was the original phrase but its random everytime).

The vault door is heavy so even when you unlock it you still having to hide yourself in the dark. This moment was design to make the player explore the map, go back to older rooms and maybe find a key (the storage key).

Then you might have the 2 options I mentioned on the game description: Bomb or key. But once the vault door is fully open you can use the key and escape OR use the storage room bomb and escape.

I made a quick playthrough on the yt as a devlog before releasing the game so you can check the “items” there. But after all this text I think it’s well explained the “design” of the gameplay.

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The first door is using any axis on the mouse, but it’s easier when you use left-right(horizontal) movement rather than random direction.

The idea is that you’re the one trying to pick lock the door rather than just click and go; The same happens in the storage door lock but since that room has a key the puzzle is easier (the fork one uses a value of 0.52 and the storage with a key uses 2.0 which is way easier to unlock).

If you haven’t tried it before, there’s a bomb in there(storage) so you can pick and avoid the vault puzzle (end the level quickier).

It’s fixed now.

Cool game also, I wanted to explore the map at my will but rules… Anyway it was a cool plan for the theme.

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The yt video has an early playthrough I made. It ain’t the same AI but it’s the same objectives (at the end it’s easy once you know what to pick and where to go).

It seems like you dropped every file into itchio rather than making the .zip file of the .html version.

Take all the files that godot creates when you export to html and zip it (windows has a tool by right-click -> sent to -> zip file).

After the zip file is made you can upload it on itchio with no problem.

Do you still on going for this jam?

Didn’t played fully yet but I’m aware how struggling is to make all the game by yourself.

Props to you mate, great work!

Just add and I might even have a 3d project for you on unity (it’s not mine but it’s also “open to collab”).

If you guys can handle 3D I’m willing to “share” the project.

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You think you can deal with 3d?

I’m subscribed today and the project I decided is WebGL on 4.4.1, if you think you can work on 3D ring me at discord “garbagemonkey_jlsv”.

I don’t know if this will ship out but I’ll try.

Simple yet fun! 10/10 even as a “beta”.

It was made for a game-jam. It’s meant to be a quick development/story.

Also the game is short but quite interesting if you will.

I agree with the Quit button being the best one on the game (cause I don’t enjoy this genre too much, I prefer it on books) mostly because I hate this “press A”, “press B” interaction so I just quit and do whatever else I’m doing in life.

But I tried the game even not enjoying the ride. Personal taste is one thing, I give 5/10. Rage-quit or superficial opinion is another (1/10), like you didn’t even tried the game.

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Thank you, it worked! I couldn’t even see those lines passing through, the screen was stucked on the first quarter of the screen(left-top) so I would never dare those keys.

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I really wanted to know wtf is this game all about (gameplay) but the window just pops on the bottom-right of my screen. I can’t put on fullscreen neither resize and neither move the window so at least I can manipulate it to show more than the cigarettes-car screen (I can’t do anything about it).

1/10 for this “thinking ahead” of production ability.

It was fixed! Pressing F11.

Anyways, I played for a bit and it’s a good sci-fi (if it was in a book cause I don’t really enjoy games like that – the God of War pressing keys type of game) if anybody is wondering what this game is all about.

  • 5/10 for my taste on this genre of games.
  • 9/10 for the graphics and world.
  • 10/10 for the plot.

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vlw man, fiz em 3 dias kkk

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Continua bugado, n deu pra abrir.

edit: vou ir no linux e tentar por la enquanto tu tenta arrumar a versao de windows.