Ross Scott, I don't know if you're reading this, or if you ever will look at this game, but, hi, this game was developed with a faulty timestep for the entirety of the jam period, and runs inconsistently in the original version across multiple computers... It's much like the problem you had in the Game Dungeon episode of Revenant, part 1 at 12:59. Or the Game Dungeon Test Drive 3 review. I know how to solve these when I develop a game but with FAOL, this time, I forgot something and messed it up. A patch was developed a couple of weeks later that faithfully edits the game to fix just those timestep issues, so it runs at the right speed, and basically nothing else. If you ever look at this, I just want you to please keep that in mind.
Play game
Fastidious Ally of Longevity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| End-of-life plan | #16 | 4.000 | 4.000 |
| Fun | #29 | 3.364 | 3.364 |
| Jam Authenticity | #46 | 4.000 | 4.000 |
| Overall | #52 | 3.348 | 3.348 |
| Theme relevance | #65 | 3.455 | 3.455 |
| Sound | #81 | 2.727 | 2.727 |
| Graphics | #120 | 2.545 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
I hope the world never loses access to this game, even if people wouldn't mind. It is planned to always have a download link for at least two operating systems (Linux on the way), and there's meant to be a web port so people can play online if they want.
Transparency note
On Saturday, July 12th, when I found out that the Stop Killing Games game jam existed and decided to join it, it had already been in its active contest period for a few hours. Because of that, I had no chance to write code for this game in advance, unless I found myself copying and pasting code that I've already written. True to form, I did not copy and paste code that I've already written.
I happen to have a lot of base code that takes care of things like window size changing, pixelation, screenshot saving, and fullscreen mode handy on my hard drives, but I abstained from using it.
Practically all of the code in all of the .lua files that are easily accessible that I used to make this game was written within the designated jam period.
I used a framework called LOVE (or possibly "Love2D"), but aside from that, and looking up some basic function call syntax and basic module functions - such as an essential part of coding like a function that deep copies tables - it's all strictly jam period code.
I could even say I wrote too much code, I spent hours doing what some might call "reinventing the wheel". I went to extreme lengths to make simple things from the ground up like level game state partitions, save file/scene reloading, map reading, and a screenshot hotkey with file name dates. I spent a LOT of time working on what were essentially fundamental basics, and after all that I don't think I want to do it again. On that note, there will be bugs. I recognize that this game is far from perfect. I don't join game jams often and this was an impulse decision. That being said, I really like this game and I hope you will too.
I am likely going to release the source code for this game somewhere soon, and if I do, you can use and distribute the sprites, music, and sound effects as well. With credit. There's also a download for the .love file that contains all the work I did. I should release the source code for this game, because Fastidious Ally of Longevity has modding support. I have never posted code from any of my projects on a repository site before, so that could take a while. Right now I don't fully know how to do it.
People probably wouldn't agree that it's good, but personally I am proud of much of the code that I wrote in these ten days. Though I did feel pressured by time constraints near the end to start kludging big parts of it, especially with coding the cutscene. At least the code in the first four days of development didn't resemble a Rube Goldberg machine. All sprites and audio files were also made during the jam period. Most sound effects were made with an online 8-bit sound creation tool called "jfxr".
Also note that my time zone is about +12 hours from the UK to here. Days of the week that I say will not match days of the week that most people in the world would say.




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