Wireside by Solifuge
NOTE: To play the Java version, download and run the Start.bat file for Windows, or Start.sh file for Mac and Linux. Make sure you have the latest version of Java, found here: https://www.java.com/en/download/
GENERAL CONTROLS:
- Mouse: Navigation
- Arrows: Scroll Map
- Space: Toggle View between Wireside and Meatside
COMBAT:
- Select/View Unit: Left Click on unit.
- Move: With unit selected, click on a blue square.
- Attack: With unit selected, click on a unit in a yellow square.
- Spawn in Wireside: Click on your selected unit (must be in an open square).
- Use Terminal: Click on an adjacent terminal.
STATS:
Power (POW): Determines HP and Attack Damage. Reduced by Attacks.
Armor (ARM): Reduces Attack Damage. Reduced by Break Attacks.
Move (MOV): Determines how far you can move.
OVERVIEW: Wireside is a 72-hour cyberpunk strategy RPG about the possibilities and limitations of uploaded consciousness. Guide Sarah, Bill, and Anna through three levels and discover the hidden treasure of the WIRESIDE.
CREDITS:
Solifuge: Game design and Graphics - http://www.twitter.com/dahold
Vector: Writing and Concepts - http://www.twitter.com/vectoriahugo
Magma McFry: Programming and Scripting
Willfor: Music and Team Support - https://willfor.bandcamp.com/album/wireside-official-soundtrack
GENERAL CONTROLS:
- Mouse: Navigation
- Arrows: Scroll Map
- Space: Toggle View between Wireside and Meatside
COMBAT:
- Select/View Unit: Left Click on unit.
- Move: With unit selected, click on a blue square.
- Attack: With unit selected, click on a unit in a yellow square.
- Spawn in Wireside: Click on your selected unit (must be in an open square).
- Use Terminal: Click on an adjacent terminal.
STATS:
Power (POW): Determines HP and Attack Damage. Reduced by Attacks.
Armor (ARM): Reduces Attack Damage. Reduced by Break Attacks.
Move (MOV): Determines how far you can move.
OVERVIEW: Wireside is a 72-hour cyberpunk strategy RPG about the possibilities and limitations of uploaded consciousness. Guide Sarah, Bill, and Anna through three levels and discover the hidden treasure of the WIRESIDE.
CREDITS:
Solifuge: Game design and Graphics - http://www.twitter.com/dahold
Vector: Writing and Concepts - http://www.twitter.com/vectoriahugo
Magma McFry: Programming and Scripting
Willfor: Music and Team Support - https://willfor.bandcamp.com/album/wireside-official-soundtrack
| EXE (Windows) | https://www.dropbox.com/s/m3o1mvurw6c2pqv/Wireside.exe |
| Java (Win/Mac/Linux) | https://www.dropbox.com/s/grxqop95m9o70a8/Wireside.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=22357 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.70 | 92 |
| Audio(Jam) | 3.65 | 126 |
| Fun(Jam) | 3.31 | 187 |
| Graphics(Jam) | 3.93 | 164 |
| Humor(Jam) | 2.89 | 244 |
| Innovation(Jam) | 3.58 | 132 |
| Mood(Jam) | 3.45 | 203 |
| Theme(Jam) | 3.66 | 129 |
Control-wise, I'd have personally preferred keyboard input, but that may just be old habits speaking. Main issue was with menu navigation though - highlighting the entire clickable area would have been more intuitive, but it works as is.
I feel like it would've controlled a lot more smoothly if it wasn't so happy to scroll when the mouse was near the edges, and it did crash on me once. Well done, though! The world and gameplay show promise, but making it faster to preview between worlds and making the action/controls more precise in general (make it easier to select characters rather than requiring so much clicking, for example) would go a long way.
Loved fire emblem when I was a kid, so this is the kind of game I'd always wanted to make. Great graphics and music for this short of a time.
also really liked your game, very nice aesthetics and the concept is really interesting and worth expanding on! good job!
Hope you'll expand the idea and make a bigger game out of it. :)
I wish there were keyboard shortcut, because the entirely mouse driven interface is tiring to use after a while.
Nice little entry though. Would also have fitted well in the recent Cyberpunk jam.
I'm not sure if something went wrong on my side, but I was unable to unlock the second security door - you're unable to jump to wirespace next to it, and going back and defeating the first security gem again seemed to do nothing. Ah well.
On a side note, the character design is really impressive. You managed to fit a lot of personality into a small number of pixels.
But in all, I definitely want to see this game developed more. ;)
You should definitely keep working on this.
When I found out that this was a tactics game I thought that was awesome, I would like to make one some day as well.
I got stuck after some advance and the dead of my avatar with a black screen.
The music I think needs to be a longer loop, and the controls do need some work, they're confusing at first but you have a pretty good base for a greater game in this genre.
Story is pretty cool too. I'd like to see more!
Minor issues aside, the core gameplay is really solid and is ripe for expanding further, the music is awesome, and the story and characters were engaging. Credit also for presenting the theme in an original way. Good job!
We should have perhaps put the controls in-game, too! Something to keep in mind for next time.
The game was nice, but it need some changing... Should I be able to respawn at the virtual world countless times? What about leveling and equips? I know that 72 hours isn't a lot of time, but if you guys make another version, think about that. :)
This could be a lot more fun than it is... my only problem is the interface. I feel like it would be a lot easier if everything was done through the keyboard.
It is exceptionally well written (should have guessed by the detailed comments you left us!), and the 'dark world' twist on the tactics gameplay was awesome! I also loved the take on the theme - Ray Kurzweil stuff seem to be quite popular these days! :D
The interface / controls get in the way a bit - the one thing I think would make the most difference in that department would be increasing the clickable area of things (characters, walk button, etc) and making them highlight when you are over them. I believe these two adjustments alone would greatly reduce the amount of times one accidentally clicks outside the command areas and end up cancelling it and having to redo it.
Anyway, this is an exceptionally complex and well realized entry for a 72 hours timeframe. Quite impressive! Congrats, and thanks once again for the detailed comments on our game!
Cheers
Really impressive for that short amount of time.
I can feel the ambitions seeping out of it, which I love, although I get the feeling that you did not have Enough Time. The levels felt a bit empty, and you didn't see the npcs that you talked to, which was confusing.
Very nice base game though. The wireside/meatside stuff could be explored far more, I feel.
Great entry, I'll check out your other games :)