You have been working as a doctor for a nameless agency in a secret labratory for years.
Today it finally happened - the agency found a crashed UFO! And the "pilot" is still alive and to learn more about it, we need to do everything we can to...
*KEEP IT ALIVE!*
WARNING It has a bug that I didn’t fully fix yet, don’t click twice on the same tile, otherwise the doc might get stuck!
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*UPDATE 24/04*: There was a bug in the doctors movement that sometimes rendered the game unplayable. That is now (hopefully) fixed.
*UPDATE 25/04*: Added a public beta for Android on Google Play. That version contains the bugfix mentioned above but is otherwise unchanged. Not sure if that still fits in the rules to release that later - if you think so, please don't play on Android. It's not super awesome yet anyway ;)
Found funny the fact that healing the leg before the nail in the head actually improved his life expectancy by quite a lot :laughing: Had a lot of fun to manage these little monsters! :smile: Well done!!
This reminded me of Overcooked, and I liked the different treatments and injuries. The popup animation was also a nice touch. I had some trouble with the doctor becoming unresponsive. Nice job keeping it alive!
Had to restart a couple times after my Dr. got stuck but this is a really neat take on the theme. After my performance, I'm glad I'm not actually the doctor for these aliens haha.
Got stuck often after scanning and needed to restart the levels (the doctor was probably completely absorbed with his new scanner :slight_smile: ) But fun little game, well done!
Hi, neat game! Occasionally the controls meant I got stuck and had to restart the level, I think maybe it's to do with trying to pathfind infinitely into a table? Not sure.
It would've been nice if clicking a new destination interrupted your current path, as the way it queued up your movement commands meant that accidental clicks turned into watching your character dance around for several seconds - and time is important to saving lives!!
Making the injuries more visually distinct, and avoiding the same colours in the alien design, would've made it easier. On the third level the "orange blobs" that need syringing look very similar to part of the alien on the far left, for example. The "burn it with fire" injuries look very similar to the "you must ductape this" injuries, as well.
I found that using the scanner took more time than necessary, and it was easier to learn to spot the injuries, and learn through trial and error! :)
Very fun idea and visuals, but I also couldn't get through levels 2 and 3 due to getting stuck (sometimes, after switching items). This would indeed be a great concept for Overcooked, having to scan a wound before knowing what to do with it.
Fun little game. I'd prefer if, for movement, the destination would change immediately on click rather than queueing them but maybe that's just me. Overall it was fun though.
Thanks everyone for your reviews, much appreciated! As you've all encountered, there is a bug in the doctor movement script which I am fixing right now. I will post here when a new version is available.
Special thanks to @omaskery for the detailed review. Fully agree on the distinctive visuals, that would've been way better, just didn't have the right ideas at that time. As for the bug, its not pathfinding but rather an oversight in the doctors behaviour, I didn't implement a proper FSM for him. Fixing that now.
As for click for movement rather than queue, agree, but I was actually working towards a more tricky gameplay - having multiple doctors. Everything in the code is geared towards it, I just didn't have time to implement it. Maybe I could change it though, if the level has only one doctor the movement is direct, if more than one its queued. :thinking:
Interesting game, though I wish the movement was WASD and not clicking. I found myself many many times clicking on a spot to move and it queues it up with actions I either didn't want to do or did on accident. Having to go back and grab the scanner each time you need to see whats wrong makes it frustrating having the actions queue up like that. I ended up guessing what was wrong with each alien to save time on each level.
Comments19
Nice job!
It would've been nice if clicking a new destination interrupted your current path, as the way it queued up your movement commands meant that accidental clicks turned into watching your character dance around for several seconds - and time is important to saving lives!!
Making the injuries more visually distinct, and avoiding the same colours in the alien design, would've made it easier. On the third level the "orange blobs" that need syringing look very similar to part of the alien on the far left, for example. The "burn it with fire" injuries look very similar to the "you must ductape this" injuries, as well.
I found that using the scanner took more time than necessary, and it was easier to learn to spot the injuries, and learn through trial and error! :)
Special thanks to @omaskery for the detailed review. Fully agree on the distinctive visuals, that would've been way better, just didn't have the right ideas at that time. As for the bug, its not pathfinding but rather an oversight in the doctors behaviour, I didn't implement a proper FSM for him. Fixing that now.
As for click for movement rather than queue, agree, but I was actually working towards a more tricky gameplay - having multiple doctors. Everything in the code is geared towards it, I just didn't have time to implement it. Maybe I could change it though, if the level has only one doctor the movement is direct, if more than one its queued. :thinking:
I hope the experience is a little better now, if anyone wants to play again: @goutye @arkinrev @trusty @zondarg @trozeman @texz @omaskery @dining-philosopher @fudgefiddle @stefan-laimer @dennerbougo
Thanks guys :)
Still, the game is good,in the theme. Well done.