Infectious - Delay the inevitable by ZoomieRoomie

I personally have not developed anything game related in more than 10 years. My teammates never had the pleasure at all. This year we took to it and participated. Four old guys with a deeply rooted desire to create a game.
We ended up using: - Unity - Affinity Designer - Visual Studio
Here is how to play our final product:
Keyboard Controls: WASD - Movement
Space - Dash
Left Click (hold) - Pull Ability
Right Click - Push/Stun Ability

Ratings
| Overall | 454th | 3.707⭐ | 48🧑⚖️ |
| Fun | 624th | 3.435⭐ | 48🧑⚖️ |
| Innovation | 510th | 3.489⭐ | 47🧑⚖️ |
| Theme | 428th | 3.878⭐ | 47🧑⚖️ |
| Graphics | 755th | 3.567⭐ | 47🧑⚖️ |
| Audio | 329th | 3.709⭐ | 45🧑⚖️ |
| Humor | 1002th | 2.39⭐ | 43🧑⚖️ |
| Mood | 776th | 3.411⭐ | 47🧑⚖️ |
| Given | 38🗳️ | 69🗨️ |
Dropbox does not work in my area, maybe try itch.io next time?
thank you for checking in.
@lighty-the-light
HTML5 Version on itch.io is not working yet for some reason. If possible I will update our submission with a link tomorrow.
@powerspark
Keyboard Controls are as follows:
WASD - Movement
Space - Dash
Left Click (hold) - Pull Ability
Right Click - Push/Stun Ability
Played it and survived 40 seconds. Thought it was pretty fun and well balanced. The screen shake made it a tiny bit hard to see things well. Other than that awesome work
Thank you very much for taking the time to check it out.
Will do some playing of other entries today to see the amazing things everybody else has done.
Mechanics easily understood at a glance and felt good. I appreciate the addition of the chaser, forcing me to move around the play space instead of hiding in a corner where the infected can't see my herd.
Only thing I felt was missing from the core gameplay was some sounds relating to my abilities and the little dudes getting infected.
Great job guys/gals!
The only issue I have seen is in the tutorial menu: it does'nt explain keyboard and mouse control, and there's a "next" button at the end of the tutorial that don't do anything: we have to click multiple times on "previous" to go back to the menu.
I like the music a lot, and the feel of trying to frankly save everyone is well done. It is a tough balance between avoiding the chaser and trying to save people. Every time I focused too much on one the other got me. I wish there was some visual representation for the ability cooldowns, but that is not super important.
P.S. on an Xbox controller the left analog stick can only move left and right, not up and down.
Can´t rate.. sorry!
This Jam was an amazing experience and kind of rekindled my passion for game making.
Hopefully I'll have the means to act on that motivational momentum.
Great job!
Would be fun to play with different stages that force you to strategise in different ways and maybe different types of enemies!
Good work, hope you continue making games!
we actually had more ideas, but there was not enough time to implement them. We had to deal with basic stuff first as beginners.
I was playing on keyboard + mouse and found the controls to be confusing. I'm very pleased to see a tutorial in-game, but that was tailored to controller players.
This is a quick experience and it was enjoyable. Cool stuff!
its really challenging to save those poor orbs, and i keep letting them down :(
i think the screenshake is a little bit too much; my eyes are still shaking while i write this comment :D
It's really fun and the music is so catchy
pros:
-awesome style
-great visual communication for abilities and when things get turned. The stun cooldown showing on the player is great was to show the cooldown while avoiding clutter on the UI
-easily replayable game with simple mechanics that is easy to get into, but hard to master. I only managed 62 seconds, but I see someone got 204 :o
cons:
-screen shake is excessive, I think it should be removed from when a unit gets turned and maybe only have screen shake when the player uses the knockback/stun ability
-UI doesn't scale with screen size so it does weird things when zooming (web version)
-(minor) the last screen of the tutorial has a back button but doesn't do anything, and the text for the controls doesn't have consistent spacing from the line
-Sometimes I got stuck on the tiles. I think just having those middle parts be a large rotated square could help make movement more smooth, and improve the visuals too
That is great feedback. Thank you very much.
I am personally currently planning what an expansion on the base idea could look like.
It would most likely go more in the direction of a rogue-lite instead of a mere arcade game and I might ditch the minimalist style in favour of something else ...but only time will tell :D
One last question... Is it boats?
@janniz
That is an impressive time!
@neon-orbis @finn-pickart @ethereal @trigrab @noef @bios3008 @100th-coin @jason-pitchford @lootgrounds @conduit-games
thank you all for your kind words and feedback. You guys are continuously boosting my motivation for further exploration of the idea.