Social Sass by abcdef65g
A young man who wants to become a knight, but who does not excel in old-fashioned sword and shield as much as he does in social networks. Join Sass in his journey to help people, gather followers, and vanquish evil with one of the most unconventional weapons of all time: microblogging!
Update 04/21: I passed out as soon as uploaded the game due to lack of sleep, and as it turns out, there are more bugs than you can shake a stick at! So I'll get those and the WebGL build sorted out in the near future. https://idesigngames.wordpress.com/2015/04/21/my-first-ludum-dare-game-out-except-not/
Update 04/22: Game-breaking bugs were fixed with a bit of overtime after the deadline, but all other bugs and unfinished stuff were left as "features". The game is (hopefully) playable now, so that's a good thing. Also, a Unity Web Player port is out, which is a nice bonus.
Now I can finally play/rate some Ludum Dare games, yay!
Update 04/26: Fixed some of the misc bugs and issues with feedback from our kind commenters, and uploaded improved versions of the game. Please vote on our entry based on the jam version, but check out the post-jam version if you find yourself curious to finish the game and the bugs/issues previously kept you from finishing it!
Update 04/21: I passed out as soon as uploaded the game due to lack of sleep, and as it turns out, there are more bugs than you can shake a stick at! So I'll get those and the WebGL build sorted out in the near future. https://idesigngames.wordpress.com/2015/04/21/my-first-ludum-dare-game-out-except-not/
Update 04/22: Game-breaking bugs were fixed with a bit of overtime after the deadline, but all other bugs and unfinished stuff were left as "features". The game is (hopefully) playable now, so that's a good thing. Also, a Unity Web Player port is out, which is a nice bonus.
Now I can finally play/rate some Ludum Dare games, yay!
Update 04/26: Fixed some of the misc bugs and issues with feedback from our kind commenters, and uploaded improved versions of the game. Please vote on our entry based on the jam version, but check out the post-jam version if you find yourself curious to finish the game and the bugs/issues previously kept you from finishing it!
| Unity Web Player (post-jam) | http://socialsass.freeiz.com/Social%20Sass.html |
| Windows/Linux/Mac (post-jam) | https://www.dropbox.com/s/xxjdop19ceizfj9/Ludum%20Dare%2032.zip?dl=0 |
| Unity Web Player (jam version) | http://socialsass.freeiz.com/Build1.html |
| Windows (jam version) | https://www.dropbox.com/s/xccie88ct1lrf8d/Ludum%20Dare%2032%20jam%20ver.zip?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=29151 |
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 2.94 | 749 |
| Fun(Jam) | 2.31 | 972 |
| Graphics(Jam) | 3.14 | 594 |
| Humor(Jam) | 3.19 | 357 |
| Innovation(Jam) | 3.47 | 274 |
| Mood(Jam) | 2.47 | 873 |
| Theme(Jam) | 3.69 | 287 |
I like the premise would bet this game can be legitimately interesting if it was finished. I can't picture this being a game that can be finished for a Ludum Dare though, I estimate a game like this would take one solid month if I worked on it full time.
I really meant to get a WebGL Unity port out as soon as I figured how to do it, but I guess I'll have to fix the event system bugs first. It's pretty much game-breaking if it doesn't work. Without the events, the game is just a walking simulator, which is even worse than a microblogging game. XD
In any case, I found out the problem why the event system did not trigger. All event data is stored in files, which were then turned into functional events. The issue is that the method of loading files from your project only worked while testing my game in the Unity Editor, and not in an actual build. So I had to rewrite 2 whole classes from scratch in order to make the system work again.
While I'm technically just bug-fixing the build, I realize that I did a lot of code rewriting, which might be considered "working after the deadline". I'm deeply sorry that it had to come to this. I can see now that a lack of testing and a lack of sleep are both difficult issues to deal with, and my inexperience with game jams shows through.
But at least the game can be played to the end now, and I now have a Unity Player port up. It was a very fun experience overall, and I learned valuable lessons which I plan to expand on in a post-mortem.
Was the damage of the chirps just random? A shame we can't see the enemies's hitpoints!
-Neith
Sure it has some bugs and/or problems too: http://imgur.com/a/xFaAw. It was also somewhat annoying to keep switching between keyboard and mouse.
Lots of content for a jam game. Solid entry!
The sprite are really good and remember me of Chrono Trigger, very well done.
Some situation are fun, but the slowness of the whole experience is almost unacceptable, walking in tooo frigging slooooooooooow, the same for the battle, two seconds for an attack is really too much, and sometimes the enemies have long, case sensitive, name.
For the next time use a framework you are more familiar with and mostly sleep well, passing out after submission is never good because you always fund last minutes bug.
Made two screenshoot on my adventure
http://abload.de/img/clipboard029wunn.png [after he told me to use open source software]
http://abload.de/img/clipboard03qqump.png [next week i'll make a cosplay with the word "Will Code for Food, play my games" on it, so i had to make this]
Quite unusual game here! The idea of social network as an weapon is nice! Damn hashtags, hehe.
Got some movement issues, but not problem to play at all. Also, te web version crashed the first time I tried.