
Overdraft Charles
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
:warning: You may experience freeze when playing sounds, it will only happen once so it will go away when playing
_You play as Charles, that became a tax collector after seen the news of job opening on the TV._
_His course has been way too expensive, so to repay it in time you have only one choice: Fake the seizures and grab as much things as possible !_
You can grab heavy things such as TV, or suck small things in your vacuum.
Once filled, you may extract the bag and sell it.
Sell loot on the yellow selling area in front of the house.
Once the day ends, you can improve your skillset at your appartment.
- Move: WASD / Left stick
- Jump: Space / A
- Vacuum: SHIFT / RT
- Empty vacuum: J / RB
- Hit: H / X
- Grab: E / Y
Glad with this entry ! I experimented with several things and I think it turned out fine.
- Tried Kenney Shape - Even with its limitations, with a bit of practice it allowed me to easily prototype a lot of models.
- Real recorded sounds - My first time ! I used to generate sound effects with Sfxr and/or generate music with AI. For once I wanted to add extra care on it, buy manually creating sounds and recording it on my phone. I think it sounds nicely, even if it may need some improvement (mixing) and it was quite time-consuming.
- No AI - With the increased use of AI everywhere, I wanted to set a rule for myself and to avoid AI. (No AI-generated assets, no brainstorming or problem solving, globally no use of external tool using it.)
- Efficient planning - With a mix of well placed naps and a good task prioritization, I think I managed to be deliver more work than usual, that sure helped me.
- Better use of Godot - I did some entries with Godot already, and pointed out some pain points during development.
With that in mind, I created an in-house plugin with nodes able to handle some tricky parts, to make devflow more natural so I can focus more on the content of the game.
I did great even if I got some issues with some parts, so I will iterate on it and make a v1 for the next time !
_You play as Charles, that became a tax collector after seen the news of job opening on the TV._
_His course has been way too expensive, so to repay it in time you have only one choice: Fake the seizures and grab as much things as possible !_
Game
Each day, you will have limited time to go in the house and grab as much stuff as you can.You can grab heavy things such as TV, or suck small things in your vacuum.
Once filled, you may extract the bag and sell it.
Sell loot on the yellow selling area in front of the house.
Once the day ends, you can improve your skillset at your appartment.
Controls
You can play with your keyboard or a controller. No mouse needed.- Move: WASD / Left stick
- Jump: Space / A
- Vacuum: SHIFT / RT
- Empty vacuum: J / RB
- Hit: H / X
- Grab: E / Y
About
Glad with this entry ! I experimented with several things and I think it turned out fine.
- Tried Kenney Shape - Even with its limitations, with a bit of practice it allowed me to easily prototype a lot of models.
- Real recorded sounds - My first time ! I used to generate sound effects with Sfxr and/or generate music with AI. For once I wanted to add extra care on it, buy manually creating sounds and recording it on my phone. I think it sounds nicely, even if it may need some improvement (mixing) and it was quite time-consuming.
- No AI - With the increased use of AI everywhere, I wanted to set a rule for myself and to avoid AI. (No AI-generated assets, no brainstorming or problem solving, globally no use of external tool using it.)
- Efficient planning - With a mix of well placed naps and a good task prioritization, I think I managed to be deliver more work than usual, that sure helped me.
- Better use of Godot - I did some entries with Godot already, and pointed out some pain points during development.
With that in mind, I created an in-house plugin with nodes able to handle some tricky parts, to make devflow more natural so I can focus more on the content of the game.
I did great even if I got some issues with some parts, so I will iterate on it and make a v1 for the next time !