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tomsterBG

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A member registered Jul 22, 2020 · View creator page →

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Incredible work! This is one of the games that sees me wanting to try again and get farther into the wave.

I absolutely love the typing aspect and it’s an interesting skill combination to try and blend with the aiming.

This one is pretty good, so let me suggest some ways to improve the experience further. If you plan on post-jam update that is.

It would be better if the “no tutorial” setting was acknowledged by the game because at first i didn’t even think you had it, i just assumed the tutorial always plays. There are many things that could be done. The tutorial tells you about it, or the second time that you play, that’s when it tells you, maybe even gives you a checkbox to click right then and there. However it is also important to note that you may not have read every single tutorial page. It’d be a good thing if there’s like tutorial progress that can be reset, so you see each page once unless you reset the progress. In addition make sure that clicks don’t happen for 1 second so players don’t accidentally skip the tutorial while shooting. Happened to me once on the big reddish entity, didn’t get to read its name and function. It’d make sense if we could browse the tutorial when not playing, like an index book or something, to get a refresher on-demand without the stress of the wave in-between each page.

In addition it’d be very important for people to be able to know how far they got. Usually this is a score, but you may come up with something more unique. Like stats for the end of the wave that can be shared and compared. I see many people in such games screenshot their stats and post them in the comments to see who can do it best so you’ll probably be getting more engagement out of it too, and it’s just more fun to know exactly how well you did each time. Stats may include words typed, words mistyped, negative words typed, negative words mistyped, enemies killed, time alive, total sanity drained, total sanity replenished, etc. Some games have even gone as far as plotting some of the stats on a graph which i find pretty cool and it’s rather easy to code too. You just need to store an array of values and to render it, you need to know the maximum and minimum value, which will let you properly resize the graph so its range fits the data. (here’s an example from one of my other jam games: https://tomsterbg.itch.io/brushed-dc-motor)

Also it feels like the wave ramps up exponentially. Usually these games would have difficulties or different balance depending on what you’d want. Personally i’d say to rebalance it in a way that it is possible to get really far if you’re skilled, but you might say that a 2-5 minute wave is better, so that should be up to the player to decide via a difficulty choosing system.

Once a difficulty is in place, one may also make it properly, meaning that different mechanics change depending on the difficulty settings. For example, the weapon may have a shorter cooldown when you actually hit something, rewarding consecutive shots, but also this gives a contrast to how it feels when you miss. Or the shooting enemy may shoot more frequently. Or the radar may have a different range (which should be indicated in some way). Or the enemy strafing could be changed to be faster or less predictable if the game is meant to be harder.

Sorry if i’ve gotten carried away, i like to dream! Hope this is useful!

Thank you for the kindness, you are the first one to mention that this game has potential!

Our team very recently uploaded a game with the EXACT SAME name for Brackeys, what a coincidence!

/jam/brackeys-16/rate/4928209

If it wasn’t against the rules i’d be just wrapping that game for this jam haha!

You’ve managed to make difficulty that isn’t too frustrating! Well, except the apple boss.

Absolutely love the visuals, the music, the chat, the intro! It’s great!

In addition this game would probably make a very good full game, so let me be a bit constructive if you want to go that route.

The gameplay currently is just “press W” and “return to the same exact location every time”. You could probably guess, this gets pretty boring.

Nothing unsalvageable, there are always some good, elegant ways to solve these kinds of issues.

For example you could locate the different mission-giving ships in different parts of space that have different areas. Like a mission ship in the middle of an asteroid field or asteroid belt. One nearby pirates. One nearby police or something. Just to break up the locations that you go to.

To fix the “press W to win” mechanic, there could be ship boost, where the enemy is faster than you normally, but you’re faster with a boost, and you have to conserve it.

In addition i found the asteroids to be no challenge. It would be good if later on obstacles get a bit more interesting, like odd-shapes or locations that do something to you. Or adding more floaty ship inertia when you have cargo so you think about your rotation a lot more. The main point is to just break up the straight-line movement and make you actually think about what you’re doing, how you position the ship and where are you going.

I also got no hint of the money system, some missions said contracts granted money, but nothing. Would be cool if we could buy more boost fuel or upgrades from somewhere.

There was barely a hint of the theme to “trust no one” when a mission wasn’t what i expected. They said it’s a long haul with threat and i got a short haul with no threat. Would love to see an element where one mission ship gives you proper missions and throughout dialogue or experience, you learn that other mission ships aren’t so trustworthy, some less than others.

Hopefully this helps!

Thanks! The ending plays different music depending on what you choose and your timer stops. It’s unfinished, but with what happened that’s what we could make.

Pretty cool! When i exited the game i had this illusion where my eyes keep spinning, haha.

Thank you! The musician really cooked some great music!

As for the dialogue, it is my responsibility and i’m sorry for using the example dialogue. Definitely could have spent a little bit of time to figure out how to have two different custom dialogues, one for the monitor, one for the rest of dialogue. We did have problems during the jam, but i don’t think it was enough to stop me from figuring that out.

But it was definitely enough to give me just not enough time to add main menu backgrounds, options and proper credit for downloaded assets.

Brought back memories from when i used to play 4 key osu mania.

You nailed the reveal of 1 where the player was just doing normal plaftorming and now, there’s an evil 1.

Truly the best game of the jam so far. It’s real, brutally honest and hides nothing from you while also giving a very, very important message. 5/5

It’s not about pessimism, it’s about bringing awareness to what is truly going on. Which is basically realism.

Fear is not a good option, you played the game right?

You get it! Our musician did really well and even though i was scrambling to finish the dialogue, i’m happy to know that you appreciate the different perspectives!

You didn’t miss anything, we indeed didn’t finish the game, as the team almost fell apart, but then half of us stood back up and kept going until the end. This is something i want to learn from and share in a postmortem devlog.

Additionally, i felt like letting the player still be in the game when it ends made the music from our composer have more of a chance to be heard, and it’s some fire music, so i wanted to do it justice!

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Loving all the jokes and music!

Would be better if cutscenes were made to progress with player clicks, rather than on their own, but that’s details to just make it feel better.

Still, 5/5!

Getting Stanley Parable vibes from this, love it!

Nicely done!

Also it’s interesting to see another entry that goes with having a red button and a monitor, though our entries differ vastly in gameplay and idea.

Really enjoying the idea that your radar focuses far away and spreads out nearby, as well as the sounds to differentiate green from red!

There should probably be a way to move in a more granular way, as every click needs to be super short if i want to move just a tiny bit. (this is usually done by adding a very subtle acceleration to movement)

Again thanks a lot, i’ve reviewed the whole game on a fresh mind and found that the CRT monitor buttons were scaling incorrectly, as well as the chat system on the monitor and the door button. These are fixed now, as well as the timer gets properly disabled when the game ends.

Thanks! The timer has been fixed now, it was an oversight from me.

Thanks! I tried to make the button feel like you can’t accidentally press it, so that’s when the glass cover on top and the choice switch come in.

Thank you for the feedback and bug reporting! I’ll try to figure something out on a fresh mind tomorrow.

The game is supposed to last only 6 minutes so you aren’t missing anything, the timer just goes negative and it looks like 60 minutes.

Yay thanks, i’m sure the team will be happy to know!

Interesting, why do you think that is? Maybe arrows should be put on the buttons? Or like a tutorial where the arrows appear in the beginning, but then disappear so they don’t ruin the aesthetic while also teaching the player?

Löving the jokes!

I really laughed at the alpha male mail, good stuff haha!

Genuinely amazingly well done! Deducing everyone felt really good!

Best jam entry i have seen so far, yet it has been rated by nobody before me. Baffling!

Distrust the game designer, interesting take on the theme

Absolutely love the wordplay in the title! I made the same exact joke in the Discord server and someone reacted with :not like this: emoji.

Well done for a game engine-less submission!

Glad you like it!

This is a rather unique and thematic way to spice snake up!

Submission is invalid. Has comments from way before the game jam began.

I really like how your thought process changes because every tank can disguise itself.

Well done! Not within the theme, but it doesn’t have to be. I checked out your other games and you clearly have a specific style for these wave type of combat games. Be it shooting zombies or fighting bits, or something else. I like this!

Unsure, i’d say you could think and ask questions (i’d advise against asking questions and then thinking), do not make it write code for you, including do not copy that code. This is AI generation. However that is just how i interpret it.

Thanks! Honestly i didn’t spend much time on it, the game is pretty much raw, but the time i did spend was very well used. That’s the charm of sandbox games, they give you a lot of replay value!

Good catch, i’m not against someone taking a previous project, like for my game i have reused stuff from my old projects, but they look and feel completely different and focus on different things. This game is 1:1 compared to that other game on the creator’s profile. That’s definitely not just “take old code from older projects”.