MACHINA by Harry Alissavakis

DESCRIPTION
MACHINA is a turn-based tactical game that incorporates random elements in both the environments and the available actions. You take control of an A.I. that is aiding a human through multiple levels and is making sure they stay alive for their ultimate goals.
LINKS
Game and source code: https://halisavakis.itch.io/machina
Link includes a ZIP with the post compo version of the game that includes: - Ability to cancel skills after selecting them - Fixed upgrade spawning bug where they only appear once
CONTROLS
- Left click to select
- Right click to rotate skill pattern
- A/D or Left/Right to rotate camera around the environment
The controls are thoroughly explained in the first dialogue segment of the game.
SCREENSHOTS




GIFS


CREDITS
- Art/Coding/Music: Harry Alisavakis
- Attributions for SFX audio files which have been heavily modified and used in the project:
- https://freesound.org/people/GeronimoGeronimo/sounds/338067/
- https://freesound.org/people/humanoide9000/sounds/422440/
- https://freesound.org/people/Speedenza/sounds/318560/
NOTES
- There are known bugs especially with the level generation as it is pretty random and does not ensure paths will always be there.
- The game is pretty unbalanced and therefore can be pretty hard, but I think it's worth it to try and make it to the end. There's only 3 levels with 3 waves each.
- This is obviously not a complete thing on its own but it serves as a proof of concept for a type of game like this.
| Youtube | https://halisavakis.itch.io/machina |
| Youtube | https://halisavakis.itch.io/machina |
| Youtube | https://halisavakis.itch.io/machina |
| Original URL | https://ldjam.com/events/ludum-dare/46/machina-1 |
Ratings
| Overall | 38th | 4.122⭐ | 354🧑⚖️ |
| Fun | 139th | 3.813⭐ | 353🧑⚖️ |
| Innovation | 126th | 3.901⭐ | 352🧑⚖️ |
| Theme | 497th | 3.701⭐ | 350🧑⚖️ |
| Graphics | 23th | 4.446⭐ | 354🧑⚖️ |
| Audio | 37th | 4.029⭐ | 351🧑⚖️ |
| Humor | 218th | 3.426⭐ | 332🧑⚖️ |
| Mood | 91th | 3.91⭐ | 348🧑⚖️ |
| Given | 67🗳️ | 91🗨️ |
This is the best game I found here so far. Well done!
@thedashdude Thanks for the comments and feedback; I have these comments in mind, already fixed the action cancelling (it will be in a post-compo version)
Really, really impressive for 48 hours.
Would love a bit more of a slow ramp up into the game rules, as it was quite a lot of text to start. I also hadn't grasped the wave mechanic, and was running around trying to see if a square was an exit.
Well done! This is certainly the best looking game I've see yet!
I'm puzzle illiterate, so I had to accept death once I noticed that doing a blue card on a tile that was already up put it back down forever.
All in all, amazing. I didn't expect one of the first things I'd see would be such a banger.
Really good game
I love the mood created by viusals audio and gameplay.
Quality humour, great shaders, soft, lively soundtrack and great spawning sound. Definitely a 5-star rating :)
There's really not much I would've changed, maybe switch the right click with escape so you can cancel your action and make the game faster, even though you would lose the ability to rotate the pattern.
5 stars game all the way.
I also wanted to say I really appreciate all you do for the Unity community :) You got me to learn more about shaders and it's been a wonderful tool in my kit.
One of the bests games I played in this LD. Good work!
Thanks for your kind words though, I really appreciate it!
Definitely a keeper!! GG!!
Ambiance and sound design a pretty cool too!
I would make the tutorial more interactive, the talking is suuuper long.
There is a little abuse also, if you click the human and then click a card the human moves and you can still use the power
Two small things for me:
- Front loading the instructions was a bit frustrating. I enjoyed the narrator's 'voice', but there's a bunch to get through and I felt like I had missed bits when I was mid game. Hover overs could be a solution here.
- Not being able to cancel my actions felt a bit punishing.
Again, well done!
@daniel-alhadeff glad to hear you reached the "enemy" :D there's nothing else you can do unfortunately, the AI warned you about it :P
And also yeah, perma-death is a tough thing about roguelikes ^^"
@sid-fish-games Thank you so much! :D I know about the text, didn't think to see how long it is in-game ^^"
The game itself is fun though can be pretty punishing. The very first run I played I actually spawned in the corner surrounded by 2 blocks, so I had no idea what was going on lol. In subsequent runs I more understood the game design because I had more normal levels. I know this game's a bit obscure but it kinda reminded me of Atlas Reactor which is xcom but w more interesting abilities and movement. The game feels REALLY good when you make smart plays like funneling enemies into an area and then AOEing them down.
Like others pointed out, the tutorial was tough for me. I was piling a lot of info into my head and couldn't keep track of it all. I only understood all the mechanics after a second pass. The flavor text is nice but it did add to the difficulty of keeping all that info in my head.
The game and atmosphere it beautiful and there's quite a bit of tension in trying to keep the player alive. It sucks when you get a level that has no blocks near you but like you said, this is a pure roguelike in that sense :)
I thought it'd be interesting to basically include the tutorial into some exposition and flavor text but I guess that backfired, communication-wise. Nevertheless, I'm glad you enjoyed it!
This is some serious polish for a jam game, and was fun to play and learn the strategy to get through each level to boot. Love the random cards for actions as well. Did something similar in my own game.
Great great job
Some comments:
- It would be nice if each robot had a health bar or something above it's head. I wasn't sure how many "attacks" I had to use against it and thought maybe there was a bug or something until I realized it was more than one.
- The text at the beginning is wayyyy too long. Frankly I sped through it and didn't read half of it. It just seemed like paragraph after paragraph explaining things I would definitely forget. I would recommend making level 1 a tutorial or an optional level 0 tutorial that people can go through that is much more interactive than text-only.
- It would be nice if unused action points carried over
- It would be nice if the wave count was displayed on the UI somewhere
Otherwise, it was fun and had some nice puzzles. :)
I like the mechanic.
It's not easy or I am noob x) But I like this kind of difficulties.
I think it would be cool if you release that game for the mobile game market, because the game has potential.
Nice job :D
@emperor-eagle Thank you so much! :D
@bastian-bresson Thank you! Yeah, the WebGL version corresponds to the submitted version, so the cancel-able actions haven't been introduced there. The Post-Compo version has that fixed, along with some other stuff.
The mood and gameplay were polished, even though I would have liked to rotate the modules.
@keybol Thank you so much for your kind words! I'll take a note of that, I've gathered a bunch of useful feedback already, cheers!
Good job !

Probably the most polished entry I've seen so far, this is honestly release quality in most ways - visuals, sound effects, shaders/particles. Only the run animation is a bit janky ;)
Keep up the good work!
Good work!
- The bot seem to fail their path finding in some condition as on one level, they would not move even when there was a clear path to me.
- Also putting a defensive card on top of an already existing wall makes it disappear forever at the end of the turn.
- The bomber exploded when they arrived on a case diagonal to me, so they didn't hurt me.
- Sometimes bots spawn on the same case as the character
- I couldn't turn a certain lid :)

@lerg Thank you very much!! :D
@mika-la-grand The levels are randomly generated(can't say "procedurally"; that would hint that there's a solid logic behind the level generation) so unfortunately stuff like that can happen. If you got out of that nook and hide from the bot's line of sight then it would be forced to move to get closer to you, in which case you could attack it. Sometimes that's ok, but in your case RNGesus wasn't very kind ^^" The level generation is one of my top priorities to fix, should I continue developing this!
@necromic Thanks! There's definitely the VFX, sound (when there's no overlapping) and screenshake, but there's absolutely more I could do, true! I do love me some extra juice :3
@guilb Thank you :D
The minimalist and modern graphics with the very spontaneous jokes just blend in perfectly.
Some feedback in case you're going to expand the game further:
1. IMO, dialogues, despite being fun, are way too long. I'd be nice to introduce player to the game mechanics though limitations and action rather than giving a text-based instruction.
2. I'd be great to be able to cancel the actions. I understand that this might be a part of the design, but I see no clear reason why is that.
3. Enemies don't have HP indicators. If there are many enemies it is hard to keep track which enemy was already hit or not.
4. Levels are not different from each other. Also, the player's HP does not restore between levels. Therefore, the game feels like one long level with dialogues in between.
I sometimes struggle to see enemy position because of the perspective, blob shadow would help a lot.
amazing that you managed to make this
@magali-mingo @jvdwijk @minrato2 @pandanym @yxmx-rsx @hwaet @zazito @tweedle Thank you all so much for the kind words an the comments! Means a lot =]
@jusw85 Thanks! Well the main idea is for it to be a roguelike/roguelite, so the the punishing elements of your health staying the same and permadeath are pretty standard. The leves are randomly generated too, so unfortunately cover can be an issue if RNGesus isn't nice to you.
@zesix Thanks! Sure thing, I'll also make a postmortem soon going through some more technical issues as well, but if you get started with the tutorials and have anything you want to ask, feel free to reach out on [my Twitter](https://twitter.com/HarryAlisavakis)!
@mulberg Thanks for the feedback! 1,2 and 3 have been the most common concerns (2 is already fixed on the post-compo version), so I've definitely noted these should development continues! About 4, the only thing that changes (now) on the levels is the placement of walls and holes that can modify the overall strategy. More elements will definitely be added in the future (again, if development continues). And the HP not restoring between levels is due to the desired roguelike nature of the game.
@scalphamission Thanks for the comments! Cancelling moves is already fixed in the post-compo version and I'd definitely like to spice up gameplay later, rn I just wanted to try some different concepts I had in mind :D
@thelemba Thanks for the feedback! Mentioning it here too besides Twitter, the WebGL Build doesn't render dynamic shadows, but I didn't notice that before. Adding a more clear blob shadow would be better either way though!
@taran-unraveler Thank you!!
There were a couple things I'd love to see added/changed/improved/whatever, though:
- I feel that just rotating the level wasn't quite enough to get a proper perspective, there were a few time where I would try turning the level in each direction and I still couldn't get a good read of the situation. Any way to improve perspective here would be brilliant, whether that be toggling a top-down view, toggling a 'flat-mode' view, or just letting the player rotate it in more ways; anything in that department would be ideal.
- I didn't really have to move much, I don't think i used it much until one situation with a Boomer, but that seems more like the exception rather than a rule.
Seriously though, I loved my time with this, and would love to buy a full version if you developed it further!
The game was fun. But the tutorial was a little long may be. I don't know, may be I can't help myself waiting so much for playing the game. haha.
Great Work!!!
- Since robots have a visual field not restricted to cardinal directions and diagonal, some sort of warning "In range" can be good to know where to place.
- I agree that the "tutorial" text is a bit long, there should be an option to skip it. (It was fun, and a very nice touch that once you've played it doesn't appear again).
- The random generation is very unfair, something like be sure to add a minimum of walls can already make a huge difference. I lost because I was in one level with only one wall very close to a corner.
- Sometimes the exploding robot exploded with no reason? Not sure why.
* The turns are a bit slow, and the audio of spawning gets a bit annoying, despite being a super cool sound. I think all the robots could spawn at the same time.
* The patterns of attacks should be centered to the mouse, that would make much more intuitive placing them
* Sometimes when clicking a card, it was used immediately without me wanting to.
* Since the robots where flying it was a bit difficult to see in which precise square they were, some shadow could increase the level readability by a ton.
* Since life is a percentage, when I took the +HP MAX, I was unable to see what was the improvement (I was at 100%), also in my first run I started picking an +attack update, and after losing I started again and because I wasn't killing robots with a single shot, I thought there was a bug. This is because of two reasons, not GUI or graphical information of the powerups I've got and no graphical information about robots life.
* I think robots should still move when you block the path finding with a defense card. Maybe a simple 360 degree animation can work.
I think that's all that cross through my mind during my time with your game, it was a very good experience, don't let all those comments make you think otherwise, you really did a superb game. Keep the good work!
The randomness makes it quite difficult, it would be could to have little more control over it to be able to plan slightly better and I think the dialogues are slightly too long.
But enjoyed it quite a bit!
I would have loved maybe some extra UI touches like showing a bot's health (or even use a damage texture) and would be cool to see their intended paths/if you are in LOS.
But I'd like it anyway, spot-on audio and visuals. Interesting but simple card game design. I'd like to be able to play a move card, otherwise it feels like my character should be a mainframe that can use security lasers instead of a person that can't walk for some reason. As others have said, too much text by far. But those are small critiques, overall I loved it.
But all the humor and dialogues are great. The only thing I'd change is to separate AI dialog lines and show each part after one enemy wave. Now there are too many text at the beginning of a level (said me who made a game totally based on text and narrative :smile:).
I've played two times to see if there is an alternative ending, but didn't find it. Is it there?)
@tom-robson Thanks for the comments and the feedback! I have some ideas for getting a better read of the situation, like viewing the enemies/player behind walls etc. It's definitely an area I want to experiment on!
As far as moving is concerned, it's an issue I came across when playtesting too. The blue upgrade orbs (the spawning of which doesn't really work on the compo version because of a silly bug) are supposed to give the player an incentive to move the human. Other suggestions include the enemies dropping maybe health or something that could also incentivize the player to move the human. That's also some game design problem I'll explore further should development on this continues!
@abu-sabiq-mahdi Thanks for your kind words, and I'm glad to hear you're interested in the blog!
@le-slo Thank you for the thorough review and the precious feedback, I really appreciate it! Some of the stuff you mentioned are obviously bugs (even some I didn't have in mind 👀) and others are some QoL stuff that I know are definitely needed! Nevertheless, I wrote down your very insightful suggestions, they were really really useful!
@nsadie Thanks for the comments! Yeah, those are some solid suggestions, thank you!
@microchasm Well, technically (and thematically) you play the A.I. not the human, but I get your point :P Thanks for playing and for commenting! =]
@n-feofentov Thanks for the comment and the suggestions! Well, if you made it to the final level with just the one "enemy" then no, there's no alternative ending ^^" That's great if you did get there, though, not many people do 👀
@selftitled Yeah, the free camera would probably not be too great, especially in different axes. But I'll definitely experiment more with visibility and perspective should I keep working on this!
Aesthetically pleasing, audio and visuals super tight, pretty innovative concept, and the bit of humor is perfect :smile:
My only critique is that the combat system itself, while innovative, was kinda unwieldy, I didn't feel like I could do a lot with the actions given to me, or optimize at all, I just ended up running and hiding, and using the "smallest" offensive actions I could.
Great game all around, super impressive to have done for a jam, good job :grin:
As an aside, I think I may have found a little bug: if you play a defense card on a tile that was raised since the beginning of the round (and not intended to ever be lowered, I guess), then at the end of the turn it is lowered.
@recursor @coatline @lasagnaandroid @unimaginable-code-studios @xdsilentstorm @pietro-ferrantelli @jjoeyay Thank you all for the nice comments, I'm humbled :')
@tommy Thank you for your comment! Yeah, that was a sneaky bug I figured out through another player! I obviously didn't think to use the defensive module on a risen block so I never found that on my own! Goes to show how important playtesting and QA is!
@christina-antoinette-neofotistou Thank you so much, means a lot coming from you!! :D
HAd a good time
I know other people have mentioned it already, but the intro dialogue dragged a bit, though the humour helped for sure. I ran into some slight control issues, mostly tied to actions not happening where I expected them to (one time in particular, I tried to raise walls to surround me, and ended up raising them in the wrong spot and then being forced to move the player since I had clicked on them).
Aesthetically the game is incredible, though the human's movement took me out of it a bit (nice walk animations are a lot for 48 hours!). I'd have almost preferred if the player were some other floating/rolling robot instead.
The gameplay itself feels like it's got a good amount of depth you could play with, and could definitely warrant expanding out into a full release.
Well done, great job!!!
The only thing I didn't love was the writing. The idea itself was really clever but it was too verbose in my opinion. This might be my favorite entry so far, great work!
Really good job, one of the best game I played for this Ludum Dare session, all is good from the graphics to the audio, and even the balancing is really great!
Also, I _hate_ mayo. So that was fun. ;)
I have just one note because a lot has been pointed out already - it was not intuitive to me that move for 1 AP can move further than one block and I played first 2 levels like that. Having an extra tooltip could help.
This game is definitely worth expanding, great stuff!
Thanks for the game!
@hcursino Feedback could definitely get some more work done, absolutely! Thanks for playing and for your comment! :D
@carlofalltrades @krakadushka @detkakorben @anystarabove @runuchok @noxalus @g-a-gamestudio Thank you so much for your comments and nice words!
@yeti-kid I've heard there are some clicking issues with the WebGL version, even though I wasn't able to recreate any. Nevertheless, thanks for your comment!
@palvel Yeah, the WebGL version corresponds to the one I finished in the 48 hours, so the skill cancellation fix is not in there. Thank you for playing though! =]
@itsatony I'm afraid I could not give a lot of thought into the animations, even though it was one of the first things I took care of ^^" And yeah, I'm aware of the rest of the issues. Thanks for playing and for your feedback.
@kiguel182 Thanks for the kind words =] Went a bit overboard with the text and the exposition, I know ^^" Definitely noted for the future :3
@garys Thank you so much for your comment, and I'm so glad to hear you made it to the end despite the unfair difficulty curve! :D Your idea's interesting, I'll keep it in mind should I keep working on it, thanks!
@nanoarch Yeah, the tutorial and the whole dialogue system were some of the last things to be added, so I didn't really have time for an interactive tutorial. Thank you for your comment =]
@yangying Thank you, glad to hear you enjoyed it! That's a good suggestion, I'll make a note of it!
@fazy I was thinking that'd make more sense but that would definitely make the game a lot harder too, and it definitely does not need that :P Thanks for your comment!
@doot Thank you for the lovely comment, really appreciated =]
The gameplay doesn't quite hold up to it though - it's pretty repetitive and depends on luck which cards you get. Also I think the cards with a three tile formation shouldn't cost three times as much as the single tile - otherwise the single tile is just always better than the multiple ones. I think if the bigger formations were cheaper it would help the balancing!
Apart from that it's not always clear if you're in sight of a robot or not. Maybe you could make the feedback more obvious.
I think you should definetely continue working on the project and play around with balancing and a bigger variety of cards :)
A refreshing change of pace from all the action games, amazing work.
The text animation really helps with the wall of text, but you could also have some of that dialogue spread throughout the level to provide better pacing. Say, at the end of each turn.
Like others have said, here are some suggestions:
- Automatic end of turn at 0 action points
- Enemy health indicators
- Some form of rubber banding so that there's at least an option to make up for screw ups (e.g. 20% Health each level)
- Action Points in a little grid-like bar [ == | == | == ]
I'd love to play an extended version of the game with balancing and more QOL features.
I like well polished 3d games.
And this is impressive even more for a compo game.
I've played only the web version and I don't know if that was a bug, but I wasn't really able to position the blue ones the way I wanted. It behaved like skipping certain tiles :shrug:
I have no idea what gives.
But, very well done. Keep up the good work.
@m-trigo Those are some really great suggestions, thanks! Balancing and QoL stuff will definitely need some looking into ^^"
@kaisean-games Thank you! I feel like I know what you're talking about but I'm not sure if it's because of the WebGL port or some weird grid behavior. Thanks for letting me know though!
Overall a very solid entry. Just be more nice to the player and keep up the good work!
I just find that the second level was really hard. There was only 3 blocks to cover on the entire map and was cornerd by 6 robots : just impossible to survive :/ But the game is just incredibly polished, incredible. Would totally buy it if you would to make it a full game.
Very great entry, nice visuals, font, music and mechanics.
Needs some polishment on gameplay thought, for example in cancelling an action and shorting tutorials (although I like the humor on it).
Good work!
I had trouble to establish a strategy to beat the levels as the enemies can see you from almost everywhere and there is not that much defences available. Also, it would be nice if the player's health could recover at least a little bit between levels.
Otherwise, I loved the general mood, art and gameplay of this entry. The audio was a nice fit too!
Really polished and impressive for a compo game :)
From my point of view the card mechanics need some balancing, since there's no way of saving cards for later use and you do not have any mechanic for saving unused action points, it's hard to build some sort of strategy and every turn had to mostly play every defensive card until I stumble upon a combination which I could play a defensive card and an offensive card!
And they can hit me from diagonals? seriously? I could never guess when the voxels were really blocking their line of sight from far distance and offering any cover!
Missed some sound effects for the ground voxels being lifted.
There's no initial clue of how I could progress through the dialogue (like a pulsing button or something else).
You could make use of occidental "reading order" from left to right, by putting the card's cost exactly at the same height of the UI Number, and then write "N" action points on the right corner with a thin line trying to reinforcing the reading direction and attracting user's gaze over every card cost succedded by the current amount of Action points.
You could also keep the MAIN UI elements constrained to the bottom of the screen to increase as much as possible space for your Art to be shown without struggling with a non diegetic UI element:

And I had some browser Issues:

After All, that's a well polished and cool concept, It could mostly be an analogical tabletop game due to the simplicity of the rules and few amount of calculations! Congratulations!
Couple comments regarding gameplay:
- I'm pretty sure it was said by mighty AI bot but I wasn't sure what is my purpose. Some indication on how many waves of enemies left would be nice
- It felt bit static, I wasn't forced too often to move around - mainly camped and shoot at robots and built walls
- Very few pickups, I missed 1 in first level and nothing else came later
Rafal from 4Boa Team
It's fun to understand the AI behaviors and to use it to survived, the random of the cards is sometime a little bit frustrating (but ok otherwise, it forced me to diversify my playstyle and it's cool)
The art is cool (and the little jokes funny!), and I really loved the atmosphere (I don't know why but the mood remind me MGS VR Missions ahah)
Super cool game!!
Occasionally I struggled moving the character. For some reason it could not be clicked. :shrug:
Also maybe the intro could have been a little shorter. :sweat_smile:
With some balance tweaks and quality of life improvements this could easily be a lot of fun to run repeatedly! I loved the tongue-in-cheek narration in the tutorial btw ;)
Only few nitpicks I could come up with:
- cancelling an action would be nice, but it seems you've already worked on that for future versions?
- I wish there was some growth in player capabilities with each level, e.g. more action points, ability to run further, drawing more cards, maybe special cards that allow you to e.g. confuse single enemies or disable them for a turn or two, and maybe ways to have defensive actions be more permanent than they currently are
- it's a little intransparent when/how far enemies will move, and how much hp they have left; may be intentional, but I would have preferred to see these things somehow
- I think there are a few typos in the story
- blue orbs were mentioned, but I didn't encounter them, as far as I know, despite reaching the end of the game
- restoring HP (after each level or when picking something up, or with certain cards you randomly draw) would have been nice
But none of these prevent the game from being outstanding as it is. Playing it was super fun. Can't wait for the post jam version!
@nathalia-hohl The balancing was heavily leaning on the RNG unfortunately, I had to choose between getting a vertical slice of what this project could be and user experience and I chose the former ^^" I'm well aware of how the latter is what matters the most in the end, but getting something solid was somewhat more important to me. Thanks for your comment! =]
@nosfer Thanks! Hopefully there will be a bigger thing, and, if so, it'll definitely have a smoother difficulty curve.
@pythooonuser Thank you! If anything, I couldn't leave the entry without attempting some cool VFX ^^"
@gurbx Thanks! Yeah, I've already noted how much some more feedback is needed, both for LoS and enemy health
@jalik The RNGesus wasn't too kind on you I'm afraid ^^" The level generation doesn't occur with any specific strategy in mind, so unfortunately these things happen in the compo submission. Thank you for you kind words nonetheless!
@lairinlair Haha, I'm really humbled to hear that ^^" Thank you so much for the comment, hopefully it'll end up as something complete at some point!
@trigueiro Thank you! Yeah, the card canceling is the most requested feature (hence why I released the post-compo version where that's already fixed)
@chicomcastro Thank you! Should development continues, there will definitely be some more polishing and a lot more depth to the gameplay. Defintely gonna fix the action canceling and length text too 👀
@anoushcat Thanks for the kind words! Maybe you got a bad level, but either way the level generation is too random to help ^^"
@besto Those are some good suggestions, thank you! Should I develop this further I'll definitely dive more into the deck-building mechanics to add more layers of strategy :D
@alexrose Thank you Alex! While this version had a very limited number of levels, the overall vision would be for the game to be a roguelite, hence the going back to the beginning. Should the overall gameplay was more balanced and you actually gained something after each run, the perma-death wouldn't be so punishing.
@seabirddigital @samsdevlog Thank you both for the kind words!!
@hugo-kieffer Some overall progression indication is definitely needed, you're right! Maybe not a scoring system, but definitely something that makes you feel that you've actually progressed. Thanks for your comment!
@moritz-jaeger Thank you! The most likely scenario is that this won't be the standard way of attack, but even if it's a bit overpowered, the game is fairly challenging and punishing as it is ^^" If development continues I'll definitely explore the combat system a lot more.
@sharks Thanks! No, in the compo version there's no way to cancel an action, though it's apparently the most popular request ^^" Post-compo version has that fixed, but it wasn't an essential bug for me to fix in the compo version, so the people rating the game should take that mechanics issue into consideration.
@johnnysix @wzqxrys Thank you both very much, really appreciate it =]
@gamescodedogs Thank *you* for playing! :D
@aryanjumani Yeah, balancing was given too much love in this submission ^^" The overall concept is for the game to be a roguelite, hence the health not regenerating + the perma-death. Doesn't make much sense in the compo since there aren't any actual upgrades or gains from when you finish a run, though ^^" Nevertheless, thank you for your kind words =]
@larsspawn Hah, thank you so much!! =) Definitely humoring the idea of further developing it, in which case balancing and content are definitely gonna be explored further 👀
Balancing is absolutely something that needs to be looked into, especially in terms of how the cards affect the overall strategy and enable different play styles. It'd take a lot of trial and error, but it's something that actually gets me excited to think about.
I struggled with the decision of having the enemies shoot you with a LoS that's independent from the grid, so I left it like that, but I did think about having them shoot only if they're in the same row/column as the human. Maybe these could be different enemies in the future 🤷♂️
I wanted to add SFX for the ground blocks SO BAD but I'm no audio designer/engineer and everything I tried just sounded super annoying since there's like 64 blocks there.
I also thought about prompts for the dialogue but I thought that clicking would what people try first so I left it like that. It was one of the last things to be added so I didn't have time to think a lot about it.
The action points placement idea is SUPER good and useful, definitely noting that!
Never seen that WebGL error before, thanks for pointing that out 👀
Definitely thinking of making some paper prototypes to help with balancing and numbers, so the tabletop suggestion isn't that far off!
@guipuyol Yeah, the run animation didn't sit too well with the rig ^^" Thanks for your kind words nonetheless!
@morriekken Thank you!! Your comments are super valid actually.
The "purpose" of the human is revealed at the very last level (after the last wave of the 3rd level). It's not mentioned at the start to build a little "mystery".
I also found out that there was little to no incentive for the human to move, that's why I added the pickups. But, as you mentioned on the 3rd point, there's a bug in the compo version where the pickups don't spawn after the first one in the 1st level. So that's a bummer in a lot of ways :P
@togimaro Thank you for your nice comments! The randomness can be a bit unfavorable and frustrating, definitely gonna work towards fixing that, should I continue the development!
@asfdfdfd @wdebowicz @ziamor @khud0 @eugenik @zondarg @monish-vyas Thank you all for your kind words!!
@danilo-freire @daniel-jenikovsky Thank you both! You're not wrong, the text was a bit excessive indeed ^^"
@picross Thanks =] The text was ineed too much, and the action canceling should definitely be included in the compo submission. There's actually shadows in the PC version, but WebGL decided to strip'em. I made the WebGL build of the project after the submisssion so I couldn't really go and add any blob shadows or sth. The shadows definitely help with recognizing the enemies' position though, that's true!
@ddrkirbyisq Oof, RNGesus did not like you, sad to hear you reached 3rd level just to die like that ^^" Thanks for your kind words though, I promise that if I end up making something complete out of this game you won't have that sort of issues!
@very-dark-lord Thank you so much for your kind words and insightful feedback!!
Yeah, canceling is already added in the post-compo build, should've taken care of that originally ^^"
The first 3 upgrades you mentioned actually exist and can be given to the player thorugh the blue orbs. However, as you mentioned, encountering them in the compo submission is buggy and only one is spawned at some point. It was the very last thing to be implemented 1 hour before the submission, so it was easy to mess up ^^"
I've already thought of other mechanics like the ones you mentioned, should I continue the card mechanics will surely get enhanced ;)
Feedback on enemy HP, intentions and movement is definitely one of the things I'll make sure to give attention to!
Some health restoration is also a good idea, I've been thinking ways to go about implementing it too :3
But enough of this. Let's just say I'll keep an eye or two on what you'll be doing with this. :D
The intro text was reeeeeeeeeeeeally boring...
Other than that the experience was enjoyable. Good job, keep it alive :grin:
That's half the fun of LD for me - going back when people tink it is all over!
This is indeed great general gaming music, and it works because there's no timer!