Nua
Nua is a puzzle-esque time management game, where each tile costs a certain amount of seconds to traverse and each enemy takes a certain amount of seconds to attack. You have 10 seconds worth of Time Points (TP)
Fight your way through the infestation and defeat the final enemy.
Different power ups help you get to the end.
Current power ups include:
- Tile speed increase: + 0.5 seconds
- Health increase : + 15 health
- Damage increase : + 5 damage
- Reduce attack time : - 0.25 seconds
This is my first game jam and my first ever finished project, and even with it's flaws I'm really proud of it.
I would've loved to add more content such as randomized levels and items, more bosses, more enemies and really fine tune the gameloop, and give more player feedback on what they're doing but alas we only have 72 hours :D
Current known issues:
- There was a bug where at the end of a level, you could keep moving in a certain direction, but I haven't been able to reproduce in a while, so not sure if I randomly fixed it or if it's still there!
- At the end of a level you can walk into a tile, even though you may not have enough TimePoints (TP) to do so.
Things that definitely need more work:
- Player feedback isn't the best, I added a Tab key window to help visualize the different powerups and such, but definitely could've done more there. Will improve on this for the next jam and future projects!
- More lore rather than just Enemy1,2,3 boss etc.
Thanks for playing and all feed back is much appreciated!
Small update to the game as I finally had some time to fix the main issue players were facing when playing which was no indicator as to how much TimePoints would it cost for a tile. Incase there is any confusion, the lowest TimePoints a tile can cost is 0.5.
- Hold space bar to see how much tiles cost in the level
- Changed some flavour text
This update is availabe on my itch.io link below, keeping the base game that I developed within the 72hrs here.
I also managed to bring the file size down from around 120mbs to 100mbs. The chunk of this about 60-70 mbs is the sounds and music and I'm currently looking at ways to bring this down further. As I know its a fairly big file size for the game.
On top of that, I'm looking at getting the web version working, when I do export for HTML5 in Godot4 beta 2, the tilemap that the player moves on disappears for some reason, and I have yet to find out why. Obviously the web version would open up the game to more players, as I can't export to Mac for example and remove the annoyances of downloading.
Fairly decent update as I've been able to reduce the file download size drastically with a very small change, I'm also pushing this file size change to the previous versions and updating the original version here with that change only. Mainly so people in the game jam can have a much smaller download with the original game that I made within 72 hrs.
As with the last update, v1.2 is only available on my itch.io page linked below to keep the original jam entry seperate.
- Completely reworked the UI to allow for smaller text (The text was really big and was difficult to read in many cases, should hopefully be easier with these changes)
- Colour-coded the various player stats on the UI
- Renamed some buffs to make them more coherent and removed most acronyms
- Updated the Main Menu background
- Updated the How-To screen, reducing it to one page (The in-game help screen also received these updated visuals)
- Updated the water tile art (It's possible a lot of you didn't even know this was a water tile :D)
- Added a new popup floating text when interacting with powerups to signify what you just gained and also when attacking enemies to signify how much health you just lost.
- Reduced file download size from 121mbs to 28mbs, this was done by changing audio files from .wav to a .ogg :laughing:
Thanks again!
Fight your way through the infestation and defeat the final enemy.
Different power ups help you get to the end.
Current power ups include:
- Tile speed increase: + 0.5 seconds
- Health increase : + 15 health
- Damage increase : + 5 damage
- Reduce attack time : - 0.25 seconds
This is my first game jam and my first ever finished project, and even with it's flaws I'm really proud of it.
I would've loved to add more content such as randomized levels and items, more bosses, more enemies and really fine tune the gameloop, and give more player feedback on what they're doing but alas we only have 72 hours :D
Current known issues:
- There was a bug where at the end of a level, you could keep moving in a certain direction, but I haven't been able to reproduce in a while, so not sure if I randomly fixed it or if it's still there!
- At the end of a level you can walk into a tile, even though you may not have enough TimePoints (TP) to do so.
Things that definitely need more work:
- Player feedback isn't the best, I added a Tab key window to help visualize the different powerups and such, but definitely could've done more there. Will improve on this for the next jam and future projects!
- More lore rather than just Enemy1,2,3 boss etc.
Thanks for playing and all feed back is much appreciated!
Nua v1.1 Update 08/10/2022
Small update to the game as I finally had some time to fix the main issue players were facing when playing which was no indicator as to how much TimePoints would it cost for a tile. Incase there is any confusion, the lowest TimePoints a tile can cost is 0.5.
- Hold space bar to see how much tiles cost in the level
- Changed some flavour text
This update is availabe on my itch.io link below, keeping the base game that I developed within the 72hrs here.
I also managed to bring the file size down from around 120mbs to 100mbs. The chunk of this about 60-70 mbs is the sounds and music and I'm currently looking at ways to bring this down further. As I know its a fairly big file size for the game.
On top of that, I'm looking at getting the web version working, when I do export for HTML5 in Godot4 beta 2, the tilemap that the player moves on disappears for some reason, and I have yet to find out why. Obviously the web version would open up the game to more players, as I can't export to Mac for example and remove the annoyances of downloading.
Nua v1.2 Update 11/10/2022
Fairly decent update as I've been able to reduce the file download size drastically with a very small change, I'm also pushing this file size change to the previous versions and updating the original version here with that change only. Mainly so people in the game jam can have a much smaller download with the original game that I made within 72 hrs.
As with the last update, v1.2 is only available on my itch.io page linked below to keep the original jam entry seperate.
Art & UI
- Completely reworked the UI to allow for smaller text (The text was really big and was difficult to read in many cases, should hopefully be easier with these changes)
- Colour-coded the various player stats on the UI
- Renamed some buffs to make them more coherent and removed most acronyms
- Updated the Main Menu background
- Updated the How-To screen, reducing it to one page (The in-game help screen also received these updated visuals)
- Updated the water tile art (It's possible a lot of you didn't even know this was a water tile :D)
Gameplay
- Added a new popup floating text when interacting with powerups to signify what you just gained and also when attacking enemies to signify how much health you just lost.
Misc
- Reduced file download size from 121mbs to 28mbs, this was done by changing audio files from .wav to a .ogg :laughing:
Thanks again!
Comments28
I think the consept of this game is good, and for your first jam game you really should be proud! the art style is nice as well. although I believe that the game could use some more polish on the gameplay side, maybe more level variety, enemies etc.. but as I said before for a first finished project I think you as a developer have a potential! good job
@0x-void-x0 It is! I've messed around with godot a little bit, but never commited to making anything with it, until LD51! And this was made with Godot 4 beta 2, so there was a bit more issues that I didn't forsee that weren't easily searchable due to docs not being fully completed yet :D ! But I wanted to get up to scratch with the new GDScript. Thank you and completely agree with you that it's definitely missing some simple polish and is something I'm gonna spend more time on in the future, really appreciate the feedback.
Great game, and it worms my hart seeing the game made with godot!
Soundtrack is also very nice(especially the track in the fist levels, I've liked it a lot :smile: )
It would be great to have an indicator to know how much it'll cost for me to go trough the block on the ground, because currently, when I encounter new kind of ground, it eliminates any ability to plan my path ahead of time.
Overall though, the game is well made and fun to play
@actuallythemoon Good idea, I think my initial vision was for a more roguelike-esque gameplay loop, where you start from the beginning constantly, but since I didn't manage to get a lot of those initial features in, it makes sense to allow playing each individual level. Will have a look and thank you!
@cogent-invalid Theres definitely flaws in telling the players more what to do, I think I got stuck in that terrible mindset where since I knew what to do, I assumed other players would too for a bit, and by the time I started testing and looking at how other players might view the game, it became a little too late to do much about it with only a few hours left :smile: And I agree on having more pushback on the blue tile speed item, as once you collect enough, you can much more easily collect other items, an easy(ish) possible fix would be to reduce the amount of these and remove them from some levels I suppose, and maybe make them in harder to reach spots, but will have a look at it! Thanks!
@skleembof Sorry about that! I did poorly on explaining to the player that the minimum cost of a tile will always be 0.5 TP. Later levels, tiles can be 3 TP or more, so if you don't have these it basically means you can't move more than 3-4 tiles. Another thing, I'll look at, explaining in a bit more depth! Thank you!
It was a fun little game - trying to plan out a route and prioritize upgrades was fun! I wish I could have known a bit more about what each tile would take in terms of cost, but the sprites were fairly clear most of the time. I liked the enemy design and the barren landscape. As you mentioned though, the game could probably have been more clear in general about the rules and what each of the upgrades did. Maybe just some renaming and clearer instructions is all it would take.
What about adding some feedbacks to know how much walking a tile cost, or how much hp you lost to the enemy like in RPGs? The little numbers appearing like "5 DMG" or "-10HP"
Good entry!
@natpat I've done some renaming and UI work to hopefully make things a bit easier on the eyes, so thanks for the feedback on that!
@rsninjadev Ah yes I agree, and will probably be the next thing I look at, thanks for playing! :smile:
@jesusonwheels I appreciate the kind words! I haven't felt like anybodys been hating really, just general feedback which is to be expected! Thank you so much!
@animawish Thank you for playing and I've hopefully made it a bit easier to understand with the latest update! :smile:
@fizzbark I agree that more distictive icons would probably be better, and if I continue developing this, I'll probably start looking at that! But for now I'ved made some changes to hopefully make it a bit easier! Thanks!
@alexsolonnikovp4 I'm sorry the tutorial didn't help you, was very rushed near the end of the jam, I've made it a bit easier to read from all this feedback and hopefully things make a bit more sense, so thanks for playing!
@xariusexcl Thanks for playing! I actually ended up adding that idea from your feedback! With popup text when you collect an item, attack an enemy and such. Haven't added it for tile movement yet, but am looking at it! Thanks again!
I was surprised to find that I could move over any type of tile, be it water, thorn, etc. I was also surprised that I did not take any damage when stepping on a tile that looked like it would hurt me (thorny tile for example). I think those elements could be used to enforce the puzzle aspect of the game because it was rather straightforward to beat each level.
Overall, the mood was great, the gameplay was very intuitive, and I had a good time playing it. Congratulations on putting out a great first jam game; I hope you keep it up!
The amount of content is just right, the concept works well and the visuals are great. Speaking of which, I could tell you spent a lot of time working on varied sprites for the enemies and environment, maybe that is what prevented you from rounding out the few polish corners you had to cut?
Aside from that, the level design was solid and the boss basically being a big stat check made optimizing upgrade pickup paths worth its while and rewarding.
Congrats on the nice submission, you're ready for LD52 compo now :wink:
Played on my stream: https://www.twitch.tv/zedkraze
@studiokraze I watched the stream VOD and thanks for playing and rating! I understand the criticism on the theme. But, every move you make does take a certain amount of seconds, I've just renamed seconds to TimePoints for lore reasons. So a tile that takes 0.5 TimePoints to cross, actually takes 0.5 realtime seconds. So you have 10 seconds worth of time to figure out the "puzzle" and at the end of the 10 seconds, you move onto the next level or have failed.
It may be a stretch, but I personally didn't see it explicitly state it had to be a countdown of 10 seconds literally. So I tried to be creative with it but stay to the constraints that something must happen every 10 seconds. I think the only thing that breaks this, is that there is that issue where you can still move at the end of a level even if you don't have enough TimePoints.
Also, I assure you it was not a premade idea that the theme was tacked onto. I spent most of Friday night when the Jam started thinking through ideas and this was what I came to, with small changes throughout development. :smile: