Overburnt by Ithildin
What is it about?
Overburnt is a relatively straightforward time management game with a twist in the form of additional fatigue management. You're the exploited assistant to the mayor of a village where your local heroes tend to stop to stock up equipment, and your task is to satisfy their requests, maximizing profits while at the same time you're trying not to burnout from doing too many tasks at once.
I added the fatigue mechanic because coupled with the time management core and the usual themes you can find in games of the genre (waiters, cooks, etc working themselves to death to maximise income) it felt like a great fit to the theme. However, I cut a couple of features that made the connection more obvious (A player avatar controlled with joystick/keyboard, and some in-between levels narrative scenes) , so it's a bit loose now. :sweat_smile:

Controls
Drag and drop with your mouse from resource node to craft node or from node to character face to fulfill a request. Most actions have a timer, so you can't drag a resource onto a busy node until it is completed.
Tools/credits:
Unity 2019 as IDE. Aseprite + Affinity Photo for art. Trello for task tracking. I used a couple of free fonts from Dafont.com: * Minecraft * Retro Gaming
I recently got a PO-20 (love it!) and a Midi controller and I would have loved to make some music, but I ran out of time :sob:
Changelog:
29/04/2019:
- v0.0.3 - ~~(COMPO Submission)~~.
(Half an hour later...)
- v0.0.4 - COMPO Submission(for real this time). It added a small UX fix: Target income should appear next to the earnings. Also, I had to make some UI tweaks to make it look properly on devices but I managed to make an Android version :smile:
02/05/2019:
- v0.0.4 MacOSX and Linux builds. I haven't been able to test Linux tho, so if anyone can try please let me know if there's any issue.
- v0.0.5 Win / MacOSX POST-COMPO. This hopefully first post-compo iteration adds a bunch of music tracks I've done with Famitracker, fixes some issues regarding level resets and increases the collision areas so drag&drop is easier (especially on mobile).
03/05/2019:
Patched Web, Windows and Android COMPO versions (Mac and Linux will have to wait a couple of days):
- A blocking issue that caused crafts to get stuck at 99% has been fixed.
- Crafts in progress can no longer be dragged until finished.
Compo version known issues
Some of these have already been fixed in post-compo builds. They'll appear in italics. * Fatigue will not reset if you restart the level after losing it because of exhaustion. * The End level popup earnings texts are misaligned. * Game Beaten popup not showing after level 3. Also, restarting the game will not do so from level 1.
| HTML5 (web) | http://ithildin.itch.io/overburnt |
| Source code | https://github.com/wildrabbit/overburnt |
| HTML5 (web) | https://wildrabbit.github.io/ld44_post/ |
| Other (document) | https://ldjam.com/events/ludum-dare/44/overburnt/overburnt-postmortem |
| Windows | http://ithildin.itch.io/overburnt |
| Android | http://ithildin.itch.io/overburnt |
| macOS | http://ithildin.itch.io/overburnt |
| Linux | http://ithildin.itch.io/overburnt |
| Original URL | https://ldjam.com/events/ludum-dare/44/overburnt |
Ratings
| Given | 25🗳️ | 28🗨️ |
@palsina You're right, I completely forgot about the screenshots :sweat_smile:
I'm currently adding music and improving UX/UI issues for a first post-compo version, once I'm done with those I'd really like to add more content.
I didn't pay much attention to the fatigue since the rest of the game is stressing enough to keep me busy.
Very nice art btw.
@kaiomoi Thanks! Sorry you found that bug, I've seen it occasionally on release builds but I haven't been able to reproduce it on the editor or find anything specific yet :disappointed:
Hopefully I'll find the reason soon and I can hotfix it :)
Good job!
Another remark: it's hard to see the difference between an empty slot and a slot with a wooden sword.
@xlambein Thanks! I'm aware about the lack of relevance of fatigue right now, fleshing it out is one of my top prios now. Visual feedback improvements too, so I appreciate your comment :smile:
@zenris I increased the hitboxes on the post-compo version, so it should be easier now. Thanks for your feedback!
@kunonooni Thanks! Music is now live in the post-compo version in case you want
to try again. Sound is on the TO-DO list as well, but there are a couple of things I want to fix first.
Yep, I've realized that you've opted out of "Audio" after posting the comment :sweat_smile:
I normally code or play with the volume pretty low because it's usually late at night and neighbours might kill me, so I didn't really notice it :sweat_smile:
Glad you liked it!