Candy Wars by Jason200101
This game is a story driven game, where you choose the path that you want to follow. Each path will determine the scenes played, and the outcome of the game (multiple endings).
Didn't get to bug test. If you find any bugs send me the error log and I'll try to fix them.
Controls are:
Z to progress through the dialoge
Left click, to choose which path you want the story to take. It may also be used in the mini games at the end.
Game Trailer: https://www.youtube.com/watch?v=Tfk20UwNFz4&feature=youtu.be
Changes after the deadline:
There are now 16 new achivements to look for!
If you complete the game, you'll be allowed to skip the dialoge.
| Windows | https://jason200101.itch.io/candy-wars |
| Original URL | https://ldjam.com/events/ludum-dare/39/candy-wars |
Ratings
| Overall | 819th | 2.564⭐ | 57🧑⚖️ |
| Fun | 844th | 2.127⭐ | 57🧑⚖️ |
| Innovation | 763th | 2.389⭐ | 56🧑⚖️ |
| Theme | 826th | 2.245⭐ | 55🧑⚖️ |
| Graphics | 754th | 2.364⭐ | 57🧑⚖️ |
| Humor | 143th | 3.255⭐ | 57🧑⚖️ |
| Mood | 715th | 2.574⭐ | 56🧑⚖️ |
| Given | 71🗳️ | 73🗨️ |
The story was really random, "Panic Panic Panic" and that breakfast though. Graphics are inconsistent that needs more work. I didn't know what happened in the end because I can't get through the "Run" part. It's kinda impossible for me. All in all, it's still worth to take a read on your story lines :D
Okay, let's take this one by one
1) I'm using Game maker 8.
2) I could have changed the settings for F4 and F1 but I forgot.
3) I never fill the information section because nobody is supossed to see it in my games, and it never comes useful for me
4) The graphics can't be the same for all. I can't give the eyes of General Donut to a candy corn without
resizing it, and it's much easier doing this in-code, therefore, inconsistentsy
5) Once you press the run button the player will move to the next section really fast. If the light on the
player gets red during his movement, he will fail. You need to move right after the red light turns off.
6) The story being random is how I made this game, and is a key factor to the humor it makes. When you say "Ok",
and accept it, even though it is super random, that is the goal I was aiming for when it comes to humor.
7) If you get stuck to a part and just feel like cheating your way further, and skipping the mini games, change
the "ending" variable to 1,2 or 3. Then add the object "ending_scene" to the room.
This isn't a valid way of getting there, so expect some bugs.
Hope this helps! I'll remove the F1 and F4 button options! Thanks for bringing it to my attention!
Every path changing option takes a full day to add. There will be three options, each one with an additional path on its own, that take you to a scene that ties those three paths together. For that tie up scene to do that, it needs the correct dialoge, so the story makes sense, and that dialoge depends on the path you chose.
So, 3 options, 3 scenes plus the tie up scene that is 3 scenes with the same background. That is 6 scenes for just one interaction, and a single scene takes almost 4 hours to add, polish and animate.
That is the reason there aren't a lot of interactions with the story. I tried to make up by adding to the dialoge more funny parts, and I think it balances it out! Especially with the ghost busters one (tell the truth first interaction) and the 4th wall breaks as well! (Also, for the final path changing interaction I had to make a mini game for each one of those paths! That took a lot of time on its own!)
Oh, and I can't give more cherries. All 20 crates are... I SEE A CHERRY!
And I really haven't eaten breakfast today.
Thank you!
I'll try to fix the controls/credits buttons (They are the ones causing problems) and also post the controls online as you suggested.
I tried to make it fade away after the song ended but it didn't work, so I'll have to fix that bug now and post a new version of it.
If you find any other bugs/glitches, such as characters staying in the screen while they're clearly not supposed to, send me the error log (if it's a bug with the code), or a screen shot at the scene with the glitch. I'll try and fix them as soon as possible!
Didn't have the courage to finish the game more than once to see the other endings.
Sorry.
There are a few typos, but daym you produced a lot of text for this game.
The fact that you didn't finish the game is a major factor to what you want!
I made it possible to skip the text, but I don't want someone new to just fly through it, so if you complete the game at least once, you are then able to skip the text and progress quicker!
I can't add more interactions because they take almost a day to add! Just think of all the scenes that need making just by one interaction, and all the dialoge changes on a single scene! Half the scenes are probably unseen by the most, since you only take one path!
I may make it possible to use the mouse almost exclusivly, but for now, it's still Z and mouse!
Thanks for your feedback!
I'm glad to see some more interactive fiction in this LD. Your entry is structurally a classic non-linear story tree with one minor branch and one major branch. Not a bad amount of content for such a short time, really.
The 3 main branches aren't wildly different in their events, but that ties to the limited jam resources too (and you've already talked about that). Played through all of them and got the 16 "Achievements". *Worth it!*
The story is absurd enough to be funny. The graphics are what they are, crude yet kind of charming.
Skipping dialog could be even faster. Jumping into a specific chapter of the story is worth considering too, for future projects.
Good job. :candy:
Thank you! I'll consider that for future story type games, but also for an update on this game. Planning to finishing it, and all the funtions that would make the game more enjoyable are always welcome! When there are no other negatives to be found by anyone, and that includes me, I'll consider the game finished and leave it for a new one, so this comment and every other mentioning possible fixes are massivly appreciated! :smile:
tbh I thought the art was pretty out there at first, but by the time I reached the lollipop area I actually really enjoyed it. It started to come across more to me as creative afterwards, though the candy corn area was still insane lol. Looks like you put a lot of time into the story as well, I didn't expect that much content compared to similar games this LD.
Nice game! I loved the animation and all the character's personalities! It seemed to me like there were multiple endings, but each took a long time to play, so maybe an option to 'skip dialogue' would be a good thing in the future.
xD Well, I don't know what to say about the graphics, and the large amount of colors... Maybe you should make the background colorless so the characters can be more visible.
Good thing that you can skip some dialogues the second time that you play, it has funny dialogues BTW and I like the way that you trespassed the 4th wall.
The humor was bizarre, and yet thoroughly enjoyable, from the angrily shaking general, to all the jabs at the 4th wall. The writing in the game was as excellent as it was bizarre!
I was unable to complete the "mass destruction" mini-game, no matter which part of the grid, and how fast I clicked. Not sure if it was a bug, or just me :-)
As for skipping the text, I see what you are going for in making the text unskippable on the first play-through. The option to be able to click to finish the "text scrolling", even on the first play-through, might still be a worthwhile quality of life improvement, for the fast readers in your audience :-)
All in all, I thought that the game was entertaining, with excellent writing and humor!
>A raging doughnut,
>calling us into action!
>We must stop the invasion!
Thanks for the feedback!
The mini-game isn't bugged. I tested it almost 10 times with each change, and it worked perfectly every time. I think I just didn't clarify enough the minigames, and is why everyone is so confused with them.
So, Officer Pops minigame: It's automatic and your choice doesn't matter. Deal with it.
Officer Lollipops minigame: There are 6 sections, and you are the disc with the flashing green-red light. If the light turns red and you're still moving to the next section, you fail. As you progress further to the next sections, the red light will turn on more frequently. You just have to time your presses with the run button.
Officer Donuts minigame: The top-left side is (1,1), the top-right corner is (1,6), and the bottom left corner is (1,4), making the bottom right corner (6,4).
You have to hit the yellow buttons in order for it to count as being pressed. For technical information, the first target gives you 4 seconds to be clicked. The second one gives you three, and the last one gives you two.
With each replay, you recreate that timeline, meaning that the targets are in the exact same positions. That may come in handy, as you can have your mouse on the spot before hand, making it unfair for the enemy!
Hope this helps and clears the confusion