Reroute Reboot by OddballDave
A game by David Williamson
Redirect data packets down the streams to attack opponent access points in an attempt to take over their mainframe.

Your access points look like this:

Click on one and redirect data packets using the the port forwarding matrix shown below:

In the above matrix all data packets are being sent to Madrid. The vertical line shows which stream the next data packet received will be sent down. When a data packet reaches an access point of an opponent it will reduce it's firewall. The strength of an access point's firewall is shown by the rings around it. If an opponents access point has no firewall left you will take control of the access point.
Only mainframes can create new data packets. They release them automatically every second. Mainframes are shown larger than access points. Taking over an opponents mainframe gives you an additional mainframe. You will need a mainframe to continue so protect yours well.
Happy hacking.
| HTML5 (web) | http://gooeyblob.com/ludumdare/ld40/ |
| Windows | https://oddball.itch.io/reroute-reboot |
| macOS | https://oddball.itch.io/reroute-reboot |
| Original URL | https://ldjam.com/events/ludum-dare/40/reroute-reboot |
Ratings
| Overall | 114th | 3.778⭐ | 29🧑⚖️ |
| Fun | 97th | 3.796⭐ | 29🧑⚖️ |
| Innovation | 86th | 3.759⭐ | 29🧑⚖️ |
| Theme | 606th | 2.704⭐ | 29🧑⚖️ |
| Graphics | 25th | 4.286⭐ | 30🧑⚖️ |
| Humor | 506th | 2⭐ | 25🧑⚖️ |
| Mood | 67th | 3.722⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 10🗨️ |
The mechanics are really interesting, but the interface is annoying as hell. Separating the base from the panels to set their destinations is annoying. Needing to click each timeslot to set each of them is annoying (clicking and dragging should work).
The "menu" looks so much like it's part of the gameplay that I quit the game thinking I was playing it.
Ultimately though it's an interesting engine to optimise - I found that it feels like given that you can't affect the number of bits you output, there's not much to do other than to drop your "defences" in some parts and to make sure that you're not "wasting" capacity by over-protecting some parts, and direct all of that to try and attain a mainframe to get more firepower.
That's pretty interesting :) I do wonder about the game beyond grasping that initial concept of not wasting resources, then it becomes a matter of watching incoming focussed attacks to counter and then redirecting everything to offence.
Once you take down another mainframe you pretty much push right through everything else - it's a matter of going to your outermost nodes and clicking all the enemy nodes :P
I just wished the interface wasn't so annoying...
I don’t see what your interpretation of the theme is, as far as I could tell the more of anything (access points, mainframes, data packets) I had the better off I was. The only thing that may have gotten worst in the number of incoming packets spreading my defenses thinner, but it really wasn’t that much of a problem because as soon as I was able to get another mainframe I overwhelmed everyone else.
I had a lot of fun playing this. Great submission!
It would've been nice, if there had been a win screen of some kind. Even if it just was a "You won!". Felt a little bit incomplete this way.
Good job!
However this had a nice twist to it!
I really enjoyed it, but instead of getting harder the more I had I though it turned more and more easy the more cities I took.
The UI could use some tweaks(the reset button was very helpful), two ideas are 1. clicking a city name could switch all ports to that city and 2. click+hold+dragging over several ports could toggle them to prevent a lot of clicking :)
Looks very nice!
Good job!!
To turn it into a business, it can be adapted to model accurately how you can change the opinion of people by turning a few key influencers via their friends on the social graph with ads or specially bot crafted ideas, then once converted they will convince their sheep audience. Then you show your technology to a few lobbyist/brand and show how it can help them at reduced cost achieve their agenda/improve branding.
What's my prize?
Some problems: The AI seems to do quite literally nothing. All their networks set to just the default, at least as far as I could tell. So when I find out a viable strategy I encounter no resistance whatsoever. This would make for a good multiplayer game. I'd really like to be able to click the city name to send all packets there instead of clicking twelve separate hexagons, or clicking and dragging - or both. I restarted once. For some reason I was expecting something like random starting spots but there was not. Would have been a benefit I think. It seems weird that none of the cities you capture apart from "main" cities create any packets. I get that you have to stick to the theme but that strikes me as a bit of a flimsy implementation of the theme and makes the game a little more clumsy as a result. You can redirect packets endlessly between your core and one adjacent city and you'd have as many packets as any other faction, with the added bonus of being invincible.
I enjoyed the process of *trying to figure out* a winnable strategy, even if implementing said strategy was a bit dull. Playing around with what happens if I do X, Y and Z in this system is a lot of fun. Visual style is superb imo.
@players: The strategy is to reroute all packets between two cities in an endless loop. You'll get a huge number of them bouncing between the two of them. You can then use this massive collection of packets to "nuke" an enemy city and very possibly get their central base too. You want to make sure that packets going to these two cities go through a bunch of your other cities too, make sure they don't get captured.
I think the trouble I had learning to play at first was all the proper nouns (or at least they felt like proper nouns?) in the description. Mainframe? Data Packet? Fire Wall? I just wanted to know where to click. Once I figured that out, the rest can kind of be discovered through play.
The visuals were good, but some of the text was hard to read, especially the dark text on the light blue background. The packet information was really clearly shown, so you could tell when you were going back and forth on a city.
I don't think it really fits the theme at all. It was definitely better the more cities I controlled. At least more mainframes. I wish there was some sort of factor that made it harder later. Once I had 3 mainframes of packets at my disposal I basically didn't have to do anything. It put all of the interesting gameplay at the beginning. But ultimately it was great!
Just two things: Looks like you have some rebel packets here... :')

And I didn't really like that effect (or whatever it's called) around the globe. Maybe in part because I already think people overuse such Unity effects, but it also caused a little momentary confusion, since enemies are identified by their colors and, you know...

But it was very fun! After a few minutes I noticed there was basically no AI, and I thought it would be easy. Not so much... At least until I had a good idea. Even then, I didn't immediately take over everything. I could see a relation to the theme before I managed to take over another mainframe, but not for long indeed.
With the improvements people have talked about, it would be even better. :)
Edit: I've just discovered I can zoom!
I'm still not quite sure how to actually play to win, but looking at the bright dots flowing across the wires has a very nice soothing effect. This is probably one of the games I've spent most time with in this LD.
I think I got it in the end, but I wasn't good enough to win. I managed to keep a small but stable network going around Manchester but never succeeded in branching out to any of the other bigger cities, which kept smashing down my attempts to get at the smaller nodes along the way.
Nonetheless, after I finally understood what I was doing, it was a pretty cool game! The graphics are really good and the 3D globe is gorgeous. Too bad there ain't no audio!
I'm guessing you made it primarily for fullscreen but it would've been nice if the text had been a bit bigger so that it were more legible in windowed mode too. c:
And of course the relation to the theme is that it gets worse and more difficult to manage the more nodes one does manage to capture and have to keep track of and defend!
Difficult to say much more! It's very polished and looks very nice. The only issue is the difficulty of getting into it and understanding the gameplay as well as the interface. I'm guessing a full version would have to ease the player into it with some kind of safe tutorial mode rather than throwing one straight into the battle, but for a jam game it's very, very well done!