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(+1)

Woah, thanks for your reply. It is my first proper game-jam entry and yeah, you’ve guessed it, i’m a web dev. The game is actually made in PyGame ( just because python somehow makes me spend less time designing proper implementations and just writing code and it compiles into .html pretty easily, and also it was quite fun to learn it ).

I agree with you, the progression is quite hard. I just haven’t had enough time to fully think it out after designing and implementing the game mechanics themselves, but if I were to polish the game more - that would be the thing i would do first for sure. Even I cant get more than like 60% lol

The thing is, I think showing user if the step that they’ve just made is correct before final submission kinda allows for easier bruteforcing ( it is possible now just by looking at the decrypted phrase, but it still requires some time). I’ve tried to fix that by making so until you’ve completed a round with the newly added filters no new filters will be added and no difficulty would be increased as well as later adding only 1 filter per successfully decoded message, but then the overall pressure of time running out and growing count of filters kinda overwhelms you…

The UX could easily for sure be better. My code for resolving drag and drop in the rotor order is quite… mediocre and because of that it could be frustrating to quickly reorder things. So click-and-click is a really feasible addition, you’re right.

I think i could’ve made that the burn time is increased in each difficulty rather than staying static, so more filters = more time. However, as I need to mostly redo the progression and make it more gradual, then maybe the burning time gradually increasing can be incorporated into that too.

Thank you again for such a detailed feedback, it’s really a good peace of advice. And I’ll for sure try to participate in your jam again and start a thread next time ( when making this game i just didn’t have much time and wanted to finish it during the weekend :> )

Wow, PyGame! Omg that's commitment, I feel like there are a tonne of useful abstractions missing from PyGame, but maybe I just haven't spent enough time using it. I love finding games built with weird/not-for-purpose tools.

I know what you mean about the bruteforcing, but I still think the complexity of the solution-space is so enormous that once you have like maybe 4 different filters with 4 different slots, you already have 16 possible combinations to try. Players could systematically go through the 16 combinations (which btw is a common and accepted form of hacking), but they're probably not going to get out of the burning building in time. Or if they do, they're really fast at it, which is regardless kind of impressive.

Anyways, cya at the next one! 🫶