Agent Shift by Jolly Serpent
I uploaded the Post-Compo version to itch, if anyone is interested. Sadly, itch.io doesn't allow for multiple web versions of the same game, so the newer version will be standalone-only until this LD is over.
Please drop me a comment if something's broken!
Agent Shift
A minimalist card strategy-puzzle game inpired by boardgames. You play as a shapeshifting spy, your goal is to pinpoint the location of a certain facility in a foreign country. Use your Shapeshift ability to drop enemies off your tail and accomplish your mission.
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Tools:
Unity 5.3
Photoshop
Audacity
Abundant Music
Fonts:
- Courneuf family (https://fontlibrary.org/font/courneuf-family)
Special thanks to Tom Hutchinson for beta-testing!
---
Controls and tutorial
Controlled entirely via mouse clicks. There is an in-game tutorial explaining the mechanics of Agent Shift.
---
Feedback
actualserpent@gmail.com
Please drop me a comment if something's broken!
Agent Shift
A minimalist card strategy-puzzle game inpired by boardgames. You play as a shapeshifting spy, your goal is to pinpoint the location of a certain facility in a foreign country. Use your Shapeshift ability to drop enemies off your tail and accomplish your mission.
---
Tools:
Unity 5.3
Photoshop
Audacity
Abundant Music
Fonts:
- Courneuf family (https://fontlibrary.org/font/courneuf-family)
Special thanks to Tom Hutchinson for beta-testing!
---
Controls and tutorial
Controlled entirely via mouse clicks. There is an in-game tutorial explaining the mechanics of Agent Shift.
---
Feedback
actualserpent@gmail.com
| Web + Windows + Mac + Linux + Source | https://jollyserpent.itch.io/agent-shift |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=87843 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.66 | 152 |
| Audio | 3.26 | 220 |
| Fun | 3.44 | 246 |
| Graphics | 3.23 | 380 |
| Humor | 3.24 | 119 |
| Innovation | 3.74 | 135 |
| Mood | 3.40 | 177 |
| Theme | 3.49 | 383 |
I had a good time with it once I figured out what I was doing.
Your presentation stands out as being very strong. I loved the visual style, character portraits and music.
What would help is numerical values over at the stats, since you have actual values on the cards this would help decide.
Also maybe a way to mark areas as "cleared", but maybe this would make it too easy.
Very fun game!
The tutorial seemed a bit overwhelming but the gameplay is simple enough (in a good way).
Played exactly like it should and was interesting all in all. One negative is that I got the same clue (religious under 75%) twice during a run, which seemed a bit wasted, but could be working as intended and didn't alter my fun in any way.
Cool graphics, slick presentation, groovy concept and execution. All in all, one of the best entries I've check so far.
Nice one!
Kinda surprising to use Unity with this particular art style. Don't think I've seen that done before.
Initially, I was fairly confused why my cards were being reset, and often didn't notice they were. It's not obvious or stated that shifting/getting a clue ends your day.
At one point I got the clue "highest point is >1000m" and then next "highest point is > 500m" - not sure if you wanted to prevent redundancy like that or not.
Some potential improvements, if you ever build a post-LD version:
There should really be a better indicator of when a day ends and how many cards you have left to play. Possibly some animation to show the cards being reshuffled, maybe a stopwatch with 5 states, with the end-day actions being nearby?
It's also fairly difficult to read how much HP/Detection/Awareness/Progress you have, and there were many times when I thought a card would push me to 100 progress but it didn't. That may be intentional, but it'd be nice to have either a numerical indicator or some markings along the various lines every 10 points or so.
The chuckle (I think?) sfx on the main menu is a nice touch.
I'd love for you to check out my game, Tito's Revenge!
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=65699
I did notice a few cards had text misplaced.
Fun and humorous game. Was a bit much info at start, but it all made sense when starting the game.
I do think, however, that perhaps it would have been better to show the actual numbers instead of bars; you can get fooled sometimes on how much more you can push your luck... for it will need pushing.
Now excuse me, I have a secret facility to find...
Cheers,
Matei (BananaHammers Team)
Also, I loved to see that Drive reference in the intro. :)
Won my first game on day 2 where my first clue only left one possible state :) The other games went on longer, and I won some and lost some.
Two suggestions:
I'd like to know what my current and max stats are so that I can better judge whether I should play a given card or not.
I'd also like to be able to mark a state as "safe" to make it visually easier to see what states I have left to consider for the remaining clues.
Would love to see a more fleshed-out post-compo version.
This is the best use of familiar conventions to make something totally original I've seen yet. Aot of people really have been stretching the definition of "shapeshift" but you managed to actually use the theme in a totally novel way without being cheaty about it.
Not to mention you actually did a tutorial! This game really needed one so thanks for that.
Definitely worth exploring and developing further.
My only note:
-I was surprised tho when spreading rumors about shifters raised by detection score, thought that would throw them off the scent.
Please drop me a comment if something's broken!
I really hope you keep working on this even beyond the post-compo version, because it's seriously fun and addicting.
I loved it. Simple as that. Please continue to work on this. It's kinda of a mix of "Papers, Please" and Carmen Sandiego series.
I tried to ignore the tutorial and got screwed. Then I read it and it made more sense, but I was still kinda lost.
I hated the font :( It's stylish, but too hard to read.
My suggestions are to improve the UI, improve the tutorial, more balance, add more scenarios and more cards. Then release for Android and send me link. (I mean it).
Good: Haven't multiple things to track and focus on made me strategize and focus on a couple to manipulate, made me feel scheme-y.
Meh: I feel like the colors and music didn't lend to the feeling and mood of being a shapeshifting spy.
Cherry On Top: I like the cards that are weird, random and made you wonder about story elements and secrets.
If I were to implement a game like that, I probably would make it in such a way:
- determine variables involved and divide into slots (e.g. highest point into 501-749, 751-999, 1001-1249, 1251-1499; population into 10k-20k, 20k-30k, 30k-40k, 40k-50k; %water into 1-24%, 26-49%, 51-74%, 76-99%; has port into YES or NO, has airport into YES or NO)
- when generating the states, I'd make sure no two states fall into the exact same set of slots
- when giving the first clue, I'd pick an incorrect state at random, compare it with the correct state, randomly pick a property where the states fall into different slots, and make a clue based on that property, making sure that it eliminates the incorrect state
- once the first clue is provided, I'd eliminate all other states that don't meet the condition in the clue (mark them internally in the game; the player wouldn't have it explicitly told)
- once another clues would be needed, the procedure would be the same; except the random incorrect state would be one of those that hasn't been yet marked "eliminated"; that'd guarantee that at least one state would be ruled out by the clue, making it useful
You might want to refine the algorithm to your needs; also, if you want to guarantee that all clues bring you at least one step closer to solution, you might want to increase the number of states (or maybe even have different difficulty levels with different map).
That's it, your friendly neighbourhood mathematician is out. Really cool and enjoyable game, overall~! (I rather liked cards descriptions, too)
Also, thank you everyone for the great feedback, I was kinda scared to participate in LD, haha, but seeing the way people react to fellow LD folks' games (and my game as well) makes me super confident and excited for the next one.
You made some nice improvements, and I'm glad I came back.
I'm not changing the rating, but still, good job.
The feedback that Alphish gave was good, that would improve the game a bunch.
Getting more info about each bar / action when hovering over them would be a great addition, and reduce the need for the long tutorial.
Liked the music.
I loved it so much that I am blinded to what could be added but would give it a try.
There are aspect that is hard to rate based on one game play like how the cards are generated and how much interesting are they when combined,how helpful should the clues be.
If you want the audience to get wider,the map could be redrawn and the text conveying the information about each province could be supplemented or replaced with images.
I also saw the post-compo version and although having the polygons as hexagons might have gave you as easy way to increase\decrease difficulty as measured by number of provinces but it lacks the aesthetics of a map with more smother edges.(Which could be procedurally generated)
Hope that helped :)
Would be glad if you can give my game a try
(Double Army)
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=17923