From Colonel Marshall: "You have been assigned to operate our brand new nuclear reactor, the NUKE-A-TRON 2000-1
The NUKE-A-TRON is equipped with the most advanced state-of-the-art equipment and gizmos. It is, quite frankly, the finest piece of machinery on the face of the Earth.
To operate it, simply click on anything that pops up and follow the provided instructions. Please do so as quickly as possible to avoid a highly probable nuclear meltdown.
Be warned: as the power usage of the grid increases, so does the power output of the reactor. This will lead to an increase in the things you need to do.
Good luck."
(NOTE: IF THE BALL DISAPPEARS DURING THE MAZE MINIGAME (it probably will), THERE IS A RESET BUTTON IN THE TOP LEFT. NOTHING WE CAN DO SADLY, ENGINE LIMITATIONS)
This one is so intense (in good way) and perhaps inspired by Please Don't Touch Anything . In stay in the circle minigame it is not very obvious that the game talking about cursor, but second time I get it.
I think it's a good game but there was an issue I had with the ball rolling maze game not working properly. The ball didn't move when I rotated the screen and after a while, it just vanished from the screen completely? Just something to look at.
Other than that though, I love these little minigames!
couldn't seem to clear the tutorial box on webgl and had to refresh. Love the graphics on the UI and concept. the get the ball to the goal minigame was not intuitive at all.
Oh, man what tension!!! I don't think I can manage to operate this reactor...
The concept of the game is cool, and the minigames are fun...
...But at some point I wanted to close a mini game to play another, and the two windows they overlapped one another and he didn't let me close it, so maybe, after the jam ends of course, let the player change minigames, or at least (if letting change minigame it's none of your intection) don't let the player click on a minigame while already playing one...
Cool idea. I think many persons / teams thought about some game like this, but decided to do something else because they wouldn't have enough time. Really well done.
Nice pixel art rendition of a similar game I've played (Keep Talking and nobody explodes), brilliant effort to includes all those minigame in the overall main game. It plays nicely, didn't have any issue or bug. Great job!
It would be fun to see an actual nuclear reactor simulation game. You could do that by changing the minigames to others that look like they could be in an actual nuclear reactor controller thing.
:thumbsup_tone2: Cool concept and really worth my time but the 'rolling ball' is really time consuming you can't even quit/cancel it. this make me run out of time and the explosion comes in.. 'God bless America!' :laughing: and the rolling ball keep visible until start menu. hope you fix this issue
I didn't like your game so much. The art of the main screen is quite cool as well as the general idea of clearing mini games under tension. But sadly I find the mini-games quite basic and not that interesting. Also I had the screen for the color mini-game stuck in front all the time and not disappearing which was annoying. And this music... I'm sorry but it's too repetitive and irritating. Also on the aesthetic side it would have been cool if you customized the default godot look (you can do so using theme as I discovered myself in this jam ^^)
At least the HTML5 version was annoyingly glitchy. Got stuck on tutorial. Always showing the game over page on bottom. The actual play area only being a quarter of the screen. Everything being extremely tiny which made it needlessly hard to play. Had to stick my face to the monitor to read any of the texts and something like the line in that press the button when on green was almost invisible. I'm guessing pretty much all of these points came from the fact the the game didn't scale to different sizes properly.
The game looked quite nice, not counting the fact that everything was too small. There were some z fighting issues thoguh. Like the new minigame info bubble thing could be on top of the actual minigame. Sound effects were quite fine but the music got repetitive quick. And it even didn't loop properly.
The color selection game seemed to be completely bugged. The items on the last two rows weren't selectable. Well I guess the words do move out of there when clicking enough of the earlier words. Maybe because of the small size too, the blue was very hard to read on the dark background. Here I'm trying to click on blue but it's not registering. And it's not even showing the hover color.
Stay in the circle game is way harder than the rest of the games. Well, again, at least when the circle in question is barely the size of the mouse cursor. I mean yeah, when the other games decided to play fair and just didn't lock you out of the game for some stupid reason.
Some things were not completely clickable. Noticeable example was the click button x times confirm button. Only the upper half of the button would register a click. Now that I think about it, this might even be the same issue as the color picking game one I explained earlier. Something is blocking the lower half of the screen.
This single picture pretty much explains everything I've been talking about. Also, where is the ball even?
Anyways, with bug fixes (mainly the scaling issues) and some minor balancing, this would have been a great game. Good job! :thumbsup:
Overall: It's a good idea and mostly well executed. Because it's such a "tense" game, when something happens that feels unfair, it's easy to get especially aggravated.
Fun: It's pretty fun for a little while. For me, the obvious comparison is Keep Talking and Nobody Explodes. A big difference (besides being single player) is that there seems to be no victory condition. I think that being able to win - and try more difficult stages - is a big part of what kept me coming back to KTaNE. The fact that this game just goes until I lose means that I don't feel on the edge of my seat quite as much. I noticed an effect, whereby, when I replay the game, some of the minigames don't trigger any more. Eventually I can play the game without anything ever triggering, and survive forever. A couple of other minor gripes: (i) the alerts appearing over the top of the game I'm playing; (ii) the blue text in the colour game is hard to read; (iii) having fuchsia and purple as two of the colours screwed me over. Go fuchsia yourselves.
Innovation: Sure. I mentioned KTaNE (Maybe Spaceteam as well?) but this is clearly different, being single player and having its own set of minigames.
Theme: Yes
Graphics: Not bad. My own preference is to see everything consistently pixellated or non-pixellated, but I guess it's a matter of taste.
Audio: The music sounds good to begin with and is very appropriate, but the loop is so short that it gets grating after a while.
Humor: Yeah, the story's funny, along with the whole situation.
Mood: Good, a tense mood is created by the time pressure and the music.
[Update: I slept on it and decided the fuchsia/purple thing is actually pretty funny. I'm not mad any more. I also need to learn to spell.]
Comments20
Other than that though, I love these little minigames!
The concept of the game is cool, and the minigames are fun...
...But at some point I wanted to close a mini game to play another, and the two windows they overlapped one another and he didn't let me close it, so maybe, after the jam ends of course, let the player change minigames, or at least (if letting change minigame it's none of your intection) don't let the player click on a minigame while already playing one...
The art of the main screen is quite cool as well as the general idea of clearing mini games under tension. But sadly I find the mini-games quite basic and not that interesting. Also I had the screen for the color mini-game stuck in front all the time and not disappearing which was annoying.
And this music... I'm sorry but it's too repetitive and irritating.
Also on the aesthetic side it would have been cool if you customized the default godot look (you can do so using theme as I discovered myself in this jam ^^)
At least the HTML5 version was annoyingly glitchy. Got stuck on tutorial. Always showing the game over page on bottom. The actual play area only being a quarter of the screen. Everything being extremely tiny which made it needlessly hard to play. Had to stick my face to the monitor to read any of the texts and something like the line in that press the button when on green was almost invisible. I'm guessing pretty much all of these points came from the fact the the game didn't scale to different sizes properly.
The game looked quite nice, not counting the fact that everything was too small. There were some z fighting issues thoguh. Like the new minigame info bubble thing could be on top of the actual minigame. Sound effects were quite fine but the music got repetitive quick. And it even didn't loop properly.
The color selection game seemed to be completely bugged. The items on the last two rows weren't selectable. Well I guess the words do move out of there when clicking enough of the earlier words. Maybe because of the small size too, the blue was very hard to read on the dark background. Here I'm trying to click on blue but it's not registering. And it's not even showing the hover color.
Stay in the circle game is way harder than the rest of the games. Well, again, at least when the circle in question is barely the size of the mouse cursor. I mean yeah, when the other games decided to play fair and just didn't lock you out of the game for some stupid reason.
Some things were not completely clickable. Noticeable example was the click button x times confirm button. Only the upper half of the button would register a click. Now that I think about it, this might even be the same issue as the color picking game one I explained earlier. Something is blocking the lower half of the screen.
This single picture pretty much explains everything I've been talking about. Also, where is the ball even?
Anyways, with bug fixes (mainly the scaling issues) and some minor balancing, this would have been a great game. Good job! :thumbsup:
Fun: It's pretty fun for a little while. For me, the obvious comparison is Keep Talking and Nobody Explodes. A big difference (besides being single player) is that there seems to be no victory condition. I think that being able to win - and try more difficult stages - is a big part of what kept me coming back to KTaNE. The fact that this game just goes until I lose means that I don't feel on the edge of my seat quite as much. I noticed an effect, whereby, when I replay the game, some of the minigames don't trigger any more. Eventually I can play the game without anything ever triggering, and survive forever. A couple of other minor gripes: (i) the alerts appearing over the top of the game I'm playing; (ii) the blue text in the colour game is hard to read; (iii) having fuchsia and purple as two of the colours screwed me over. Go fuchsia yourselves.
Innovation: Sure. I mentioned KTaNE (Maybe Spaceteam as well?) but this is clearly different, being single player and having its own set of minigames.
Theme: Yes
Graphics: Not bad. My own preference is to see everything consistently pixellated or non-pixellated, but I guess it's a matter of taste.
Audio: The music sounds good to begin with and is very appropriate, but the loop is so short that it gets grating after a while.
Humor: Yeah, the story's funny, along with the whole situation.
Mood: Good, a tense mood is created by the time pressure and the music.
[Update: I slept on it and decided the fuchsia/purple thing is actually pretty funny. I'm not mad any more. I also need to learn to spell.]
Downloaded win vers and had a much better experience- though still some bugs-
All-in-all great job! A much more pointed comedic take than Keep Talking and Nobody Explodes.