Took me a little to figure it out, but its interesting. Maybe a little tutorial section would help if you continue to work on this after the game jam. The visuals were really nice too!
First of all: really good job on graphics/art. The game looks awesome! Unfortunately I don't get what to do. I tried to follow the instructions written here on the ldjam-page, but the battery is throwing an error and kills the game:
But overall you already did a really good job on the game. If that error wouldn't have occured I would have continued trying following your instructions. So the game does a really good job in keeping the player interessted.
@tomate-salat and @arttu-halonen, thanks for the bug report y'all, we'll take a look. I agree that the gameplay loop is fairly unclear. Honestly, we were confused by it while developing too lol. We'll work on an in-game tutorial once we manage to squash all the bugs, maybe I can come up with better instructions in meantime...
Thanks everybody! It was definitely a slog. We're kind of used to churning out assets in unreasonable timelines (for example, about 90% of models were unwrapped and textured within the last 8 hours of the jam).
@hobzone Yea, though unfortunately there are limitations. Glowy things don't glow, we're limited to 4 lights etc. However once we squash all the bugs, we do intend to push out a standalone version with higher res textures, better lighting and effects. Stay tuned!
@zazz0000 Omg! You're right! I redownloaded again to check because I was certain there was some somewhere but no you're absolutely right.
Could I ask which one of you was the artist? I'm extremely interested in checking out your/their other work because being an artist myself and not understanding how someone tricked my brain is just amazing to me. Maybe it's something to do with lighting... or... compression? Hmm...
@jerem-watts Sure thing! I was the principle modeler and tech artist on the project, and @ted-marsh was the primary texture artist. I myself don't have much, if any other work to show off, since I work full time in the automotive industry and rarely get a chance to work on things like this.
I was honestly pleasantly surprised with how much we could push through this project while maintaining respectable FPS. The fact that we're pushing over 250k poly with high res real time shadows and pretty smooth textures speaks volumes of modern day 3d visualization. If you'd like to pick my brain on any of this stuff, I'd gladly oblige!
Hey team, thanks for submitting your game to stream, it was a lot of fun! Here's a link to the vod if you'd like to rewatch: https://www.twitch.tv/videos/1171753717
Congratulations on the game, very beautiful graphics, I admire the work of those who make this style of game, who use these complexities, that even if I make a video or draw people always get lost in what to do lol, the only thing that bothered me was seeing a character who wears such a heavy outfit running like it doesn't mean anything, if you can give your feedback on my game I would be very grateful, a big hug.
Cool game, I think I got the gist of how to play it but it's still not easy to stay alive. Maybe it'd be easier if there was some way to see all of what's happening at once. I feel like I don't get enough advance warning about the battery levels. By the time I start hearing "battery low" I basically don't have enough time to make more stuff to fix it. I could also be reading the comms system completely wrong, too.
@cdunham Yeah, it's possible that you're misunderstanding the command console. And you would be far from the first one, unfortunately. And yes, the learning curve is on the tougher side. Basically the console shows you a running prediction of 40 seconds ahead. Since it takes 20 seconds for fuel bundles to arrive to boilers, if you see a spike/drop incoming on the console, you basically want to adjust as that spike is half way on the console. Hope that clarifies things, maybe give the game another try! Thanks for reviewing.
Comments32
to work on this after the game jam. The visuals were really nice too!
```
Invoking error handler due to
abort(182) at Error
at jsStackTrace (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:16334)
at stackTrace (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:16505)
at abort (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:748)
at wasm://wasm/03fde1d2:wasm-function[76185]:0xe03c38
at wasm://wasm/03fde1d2:wasm-function[46584]:0x89f94d
at wasm://wasm/03fde1d2:wasm-function[75586]:0xdeec38
at wasm://wasm/03fde1d2:wasm-function[46584]:0x89f94d
at wasm://wasm/03fde1d2:wasm-function[75516]:0xdeaf99
at wasm://wasm/03fde1d2:wasm-function[75515]:0xdeae20
at wasm://wasm/03fde1d2:wasm-function[45536]:0x885936
at wasm://wasm/03fde1d2:wasm-function[75946]:0xe02cfa
at Object.dynCall_iiiii (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:463649)
at invoke_iiiii (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:331142)
at wasm://wasm/03fde1d2:wasm-function[73745]:0xda8a3b
at wasm://wasm/03fde1d2:wasm-function[73145]:0xd90db9
at wasm://wasm/03fde1d2:wasm-function[8639]:0x17ef6f
at wasm://wasm/03fde1d2:wasm-function[8637]:0x17ee63
at wasm://wasm/03fde1d2:wasm-function[938]:0x60ee3
at wasm://wasm/03fde1d2:wasm-function[19486]:0x2cae4e
at wasm://wasm/03fde1d2:wasm-function[19492]:0x2cb042
at wasm://wasm/03fde1d2:wasm-function[19457]:0x2ca16b
at wasm://wasm/03fde1d2:wasm-function[23520]:0x37ee1a
at wasm://wasm/03fde1d2:wasm-function[23519]:0x37edab
at wasm://wasm/03fde1d2:wasm-function[20216]:0x2e841d
at wasm://wasm/03fde1d2:wasm-function[19653]:0x2d0d86
at wasm://wasm/03fde1d2:wasm-function[19653]:0x2d0d98
at wasm://wasm/03fde1d2:wasm-function[19642]:0x2d08f7
at wasm://wasm/03fde1d2:wasm-function[19633]:0x2cfe39
at wasm://wasm/03fde1d2:wasm-function[74596]:0xdc74df
at Object.dynCall_v (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:472631)
at browserIterationFunc (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:168671)
at Object.runIter (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:171732)
at Browser_mainLoop_runner (blob:https://operationdogbird.com/30d52c94-2b1f-4eaf-90fd-815b55c7b966:2:170194)
```
But overall you already did a really good job on the game. If that error wouldn't have occured I would have continued trying following your instructions. So the game does a really good job in keeping the player interessted.
I did however run into the same *182* issue that has been mentioned here before:
Invoking error handler due to
abort(182) at jsStackTrace@blob:https://operationdogbird.com/d917d6cf-968c-4b3d-874a-4fc9646bea73:2:16334
stackTrace@blob:https://operationdogbird.com/d917d6cf-968c-4b3d-874a-4fc9646bea73:2:16505
abort@blob:https://operationdogbird.com/d917d6cf-968c-4b3d-874a-4fc9646bea73:2:748
I agree that the gameplay loop is fairly unclear. Honestly, we were confused by it while developing too lol.
We'll work on an in-game tutorial once we manage to squash all the bugs, maybe I can come up with better instructions in meantime...
@jerem-watts All real-time rendering actually!
Could I ask which one of you was the artist? I'm extremely interested in checking out your/their other work because being an artist myself and not understanding how someone tricked my brain is just amazing to me. Maybe it's something to do with lighting... or... compression? Hmm...
I was honestly pleasantly surprised with how much we could push through this project while maintaining respectable FPS. The fact that we're pushing over 250k poly with high res real time shadows and pretty smooth textures speaks volumes of modern day 3d visualization. If you'd like to pick my brain on any of this stuff, I'd gladly oblige!
edit: edited out my e-mail for privacy. Thanks for e-mailing me!