I didn't expect to see a multiplayer game in a jam. Very ambitious. I would be impressed by this game even if it didn't have multiplayer to be honest. It just seems to be lacking some polish, it was too loud for me and there is no volume control. Also, I was confused a bit by what the bars at the bottom mean. Great entry
Play game
Snatched's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #6 | 4.364 | 4.364 |
| Fun | #62 | 3.273 | 3.273 |
| Overall | #104 | 2.909 | 2.909 |
| Controls | #107 | 2.818 | 2.818 |
| Theme | #121 | 2.727 | 2.727 |
| Graphics | #131 | 2.545 | 2.545 |
| Accessibility | #135 | 2.364 | 2.364 |
| Audio | #136 | 2.273 | 2.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.2
Theme Interpretation
The more you have, the more you have to lose.
Wildcards Used
Include an inventory system
Source
No
Discord Username(s)
roti_tru, imaginary_total
GWJ Participation Level
1
Team Size
2
Comments
Incredibly impressive to have a true online multiplayer type game in a jam! I also laughed at the (Not) bounty paper towels. In game mechanics worked alright with a few bugs here and there. Music and audio also stopped working for me after a minute or two. It is still insane that you managed to get something like this working for a game jam, very impressed!
Played this 1v1 with my bro. We still don't know what the Bounty towels are for other than matching the theme. It was a close game, ended in 14 to 12. Seems like the high ground is advantageous here since the only way you're dying is from an explosion when you're near the ground/surface. If your opponent is in the air there isn't really a way to contest them. Explosion sfx was funny, good work
thank you for the feedback. We ran out of time before we could put some UI pop ups for letting the player know you could pick up the paper towel, and for holding “e” when your over the purple colored spills. (They give you some additional money).
I was worried the high ground would be a bit advantageous, and tried to make it so that the rpg has more of a proximity to go off when shooting near a player. (Could be increased after I played it more) maybe even reduced the height of the island, but I was having a bit too much fun jumping around on the purple jump pads.
Building an online multiplayer game during a jam is incredibly impressive, great work! Out of curiosity, are you using Netfox/Noray or something else for the lobby system?
I don't know if it's intentional but it's genuinely hilarious that you can look up and see how much your worth above your own head!
I actually wasn't sure what Netfox or Noray was until I just looked them up. I did not use either.
The way it works:
When we make merges to our main branch, we kick off a pipeline that builds two versions of the game. One for the client that gets pushed to itch.io and another image that is the server export for linux that gets stored in a registry. Whenever you go to the lobby to create a room, you're actually sending an https request to a python application that acts as a orchestrator on a cloud instance. The orchestrator sees you sent a get request and then reaches out to the registry to pull the latest image of of the server game and deploys it. Then your unique id and along with anyone you share the room code with gets assigned to that game room. Once the start button gets clicked, we send a message to that game room to start, and in return the client instance get handed off into the game room. .... in a nutshell.
I'm not sure if this is how other games do it (first game for me) but this is what I thought about implementing as soon as I realized how client server games worked when building locally for the first time. We always had to have two instances of the game running and one would act as the host and the other we test our builds on.
Hence the bug when auto starting another game after the end of the first game you play fails, because we never told the server instance to start the game XD.
Anyways, I'm glad you enjoyed being able to look above your head and see your money. That was my partner's ingenuity and I had a great laugh about it as well.
Browser restrictions was definitely pain. I had to use a domain to create a dns record and get certbot and everything on the cloud instance. Very cool when you see it working though and play with friends. I really want to reuse this method and maybe working on a longer run game dev project some day. Turns out I really enjoy doing a little game dev.
this bug added to the fun rather than making the game unplayable since we were trying to spawnkill and take the spot for infinite money. it did, however, make us stop cleaning up the messes with the paper towels because why do that when i can walk over that $9999 money glitch spot over and over while i wait for the opponent to parkour to me.
haha, I’m glad. I feel like the overall game loop couldve had more flushing out, but during development I too became a bit obsessed with just parkour-ing around and shooting around. I’d love to go back and add some more polish to it, but overall it was an amazing learning experience. Glad you got to enjoy some what was there.


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