Ludum Dare #53compo
Contraband Crackdown
Movement:
WASD
Nightstick:
Space or Left-click
You work as a struggling prison guard... and someone apparently bought the remaining drones from Toys r' Us. They use them to move contraband into the prison.
Do not allow the inmates to pick it up - if they do - they might leave. If they succeed leaving with "stuff" - you will be deducted work points.
On the other hand - if you can get the contraband first. You'll gain points which aid you with promotions.
:purple_heart: :dart: :frog:
WASD
Nightstick:
Space or Left-click
You work as a struggling prison guard... and someone apparently bought the remaining drones from Toys r' Us. They use them to move contraband into the prison.
Do not allow the inmates to pick it up - if they do - they might leave. If they succeed leaving with "stuff" - you will be deducted work points.
On the other hand - if you can get the contraband first. You'll gain points which aid you with promotions.
:purple_heart: :dart: :frog:
Genres: action



Comments31
First of all, the web version at least has some major scaling issues. It doesn't really like to respond well to screen size and (maybe because of it) you get hard locked in the how to play or game over screen and have to do a full page refresh to continue. Not too fun. And zooming the page so that it the "supported" play size fits affects the positions somehow so that for example mouse clicks are misaligned a bit left and up.
Really hard to stay informed on what is fully going on. The convicts sometimes teleported around and moved even while being knocked out. Didn't really figure out how the whole losing thing happened because sometimes they got away with contraband and nothing really seemed to happen. Played again and looked at the scoring thing more closely and I guess you just lost "points" when they escape. It is only detrimental in the beginning though and later on you really can't lose anymore as you get points so much faster than they possibly can take them away from you.
Best strategy (if you could even call it that) just seemed to be to just knock everyone out periodically and try to grab the loot. And knocking them out was a bit though to "aim" and the visual seemed a bit misleading.
Same as aiming your punches, grabbing stuff was weirdly intricate as well. Sometimes I could run circles on top of item and it just refused to get picked up. And items fading out by themselves didn't really help either. The pickup sound was quite often also missing which made it harder to understand whether you picked up an item or it disappeared or what happened.
Were the drones supposed to drop the items? It looked like that most of the time but sometimes they just appeared out of nowhere.
Oh and completely missed that there was supposedly a sprint on my first play. Even though, it didn't seem to work. Oh never mind, looks like there is an invisible cooldown on it. And having the music be muted by default was a weird choice. But even having it on didn't really help much with the irritatingly monotonous and repetitive sound effects. Some more variety would have been nice.
Anyways, good job! 👍
Thank you so much for the feedback - and you absolutely correct on all of the above.
The whole project was "restructured" about half way through... It was supposed to be locked to specifc lower resolution and then only show the "play pen", but I just could not get it to behave. This caused all sorts of weird issues especially with menues.
I also noted the teleporting - and it's one of those things I need to look in to - as this is clearly a bug.
There could be better player feedback as well.
Also with the "losing" - this is nearly impossible - once you get passed the few first contraband pickups (direct consequence of the fact that I used to make the games WAY too difficult.
In short I think most of my troubles here come down to the fact that I'm REALLY not an artist and leaned heavily in to actually practising that part a little.
Again thank you VERY much for your feedback :thumbsup:
All play your entry once I get my hands on my private PC.
:purple_heart: :dart: :frog:
The penalty for letting a prisoner escape probably weren't high enough. But, on the other hand, I appreciated that because I was actually able to finish the game. :shrug:
It looked like different contraband gave boosts to different stats (i.e. security vs. happiness). I'm not sure I noticed any difference in the scoring though.
In the end, I think you executed well on a simple game concept. You included music (which is better than I normally do - also, what did you use to make your music?) and you even made it possible to win the game.
As "Head of Institution" I pronounce that good!
Theres a little difference in regard to how many points is involved when you win or lose a piece of contraband. Unfortunately I didn't get around to tie any mechanics in to that mix.
:purple_heart: :dart: :frog:
Weirdly enough one my favourite parts was the start menu, I loved the design of it with the little mouse running back/forth.
Only thing I would have liked that wasn't there was an attack animation - could have made the beatings feel way more meaty.
Also the music was an absolute banger I wish it was looping in the background the whole time. Then again I loved that I could press 'm' and jam out for a little while whenever I felt like it.
Is there a story behind the dogos? Do they randomly enter and exit the map for aesthetic value or did you originally have a mechanic in mind for them?
@ryusui thank you for playing and sorry it didn't really tickle you the right way - but hey I do get what you are saying .. and I actually thought about the gaming area when making it. One of the main issues I had was making the game fix the originally intended resolution - so the 1920x1080 was a very late addition and I actually scaled entities down to 80% as it started out worse.
It felt so nice to smack around some bad guys ahah
Would be nice if we could buy upgrades once in a while or if the stuff gaves us bonuses
But Really cool game ! Nice job :)