HARDWIRED by SonderWorks
Sonderworks would like to present: Hardwired - A game of perseverance and stealth.
When the player obtains a video game controller, he comes to learn that it is a weapon of control; and uses it to escape the Center for Game Addiction he is being held captive in.
- WASD/Arrows to move
- Space to attack
- ESC to quit
As a team we strive to think outside of the box and the Ludum Dare theme provided just that. Much love to the Ludum Dare community for the support and positive energy.
We would LOVE to hear feedback and can be reached in multiple ways.
Text us at 720-336-8805
E-mail us at Sonderworks@gmail.com
Tweet us @Sonderworks
Thanks, see you all at Ludum Dare 33!
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Programmer's Note: The cord physics, pathfinding, and map importing (From Tiled) have all been completely new territory for me. I never expected to learn so many major techniques like this during a Ludum Dare, and I definitely didn't expect to meet the deadline when this was all foreign to me. But building pathfinding from scratch was a lot of fun, and this was a great experience all around. I hope you all enjoy it. :)
When the player obtains a video game controller, he comes to learn that it is a weapon of control; and uses it to escape the Center for Game Addiction he is being held captive in.
- WASD/Arrows to move
- Space to attack
- ESC to quit
As a team we strive to think outside of the box and the Ludum Dare theme provided just that. Much love to the Ludum Dare community for the support and positive energy.
We would LOVE to hear feedback and can be reached in multiple ways.
Text us at 720-336-8805
E-mail us at Sonderworks@gmail.com
Tweet us @Sonderworks
Thanks, see you all at Ludum Dare 33!
-----
Programmer's Note: The cord physics, pathfinding, and map importing (From Tiled) have all been completely new territory for me. I never expected to learn so many major techniques like this during a Ludum Dare, and I definitely didn't expect to meet the deadline when this was all foreign to me. But building pathfinding from scratch was a lot of fun, and this was a great experience all around. I hope you all enjoy it. :)
Ratings
| Coolness | 50% | 3 |
| Overall(Jam) | 3.26 | 484 |
| Audio(Jam) | 2.93 | 445 |
| Fun(Jam) | 2.93 | 602 |
| Graphics(Jam) | 3.63 | 346 |
| Humor(Jam) | 2.25 | 801 |
| Innovation(Jam) | 3.37 | 329 |
| Mood(Jam) | 3.40 | 282 |
| Theme(Jam) | 3.74 | 244 |
Check back in 5 minutes or so.
Love what you have done! I'll be keeping an eye out for you and your team next time. Great job!
* The Z ordering is messed up. I find my sprite above/below walls I shouldn't be.
* Enemies can get stuck in a wall. You can even place them strategically so the AI tells them to go a certain way, but they can't.
* If you get spotted in two places and caught in one (you can get spotted but not caught using the previous bug), the spotted status doesn't go away for another place.
* When you control somebody, you can push the player with him. The player goes flying across the room.
* Oh, and I managed to get stuck inside a guard using the previous bug. Image ft. Z-ordering: http://puu.sh/hlyMp/b8de86d865.jpg
The gameplay was interesting at first, but I didn't like the level design. You know, stealth games tend to have a plenty of hiding spots, while your game has very long corridors in the beginning, with guards all over them. Couldn't pass through the first part. The game also needs a tutorial, or at least telling the controls in-game.
Graphics and sounds are amazing, but they aren't enough to make a game, are they?
I'd like to see a video walkthrough.
This is also what's responsible for the enemies getting stuck in the walls- The program I used (Tiled2Unity) constructed the colliders from the collision data in the .tmx, and I don't know if it skewed things, or if our map was designed with slightly-off colliders, but it resulted in odd areas here and there where enemies could get stuck in the wall. We could have fixed the map's colliders to smooth it out, but another big problem I encountered when importing to Unity is that it would take TWO AND A HALF HOURS to update the .obj containing the meshes. Even if we could've fixed the hitboxes, I had much more to get done, still, and I couldn't waste a precious two hours of that time waiting on the map, nor did I have the time or patience to go though and manually edit every collider myself.
Lesson learned- Don't use Tiled / Tiled2Unity for top-down games.
I actually liked that you could get guards stuck in the walls, I tried to do that to all of them when I figured that out. You could make a game out of that mechanic alone.
Graphics & sound gave off a really creepy vibe, nicely done. Nice technical work as well, the trip wire seems like something that would be difficult to pull off, so kudos.
Pretty cool idea, fits the theme pretty well !!!
Heh, a twisted theme, and a pretty unconventional weapon! Cool! :) Graphics look great, and you've got the asylum-for-gamers tone just right. I actually managed to finish it (got out), but thanks to the aforementioned lil' bugs. (especially: trapping the guards at the canteen) Without them, you could have a rough time, as there are no save option, or checkpoints. The game is pretty hard I must say. There are just a few notable hiding spots, and sometimes the double guards can really make your life a living hell. Even the cord-tripping feature can't help you in some situations.
I'd really like to see a polished aftermath-version of this, as with the right tweaks, it could be quite an unique gem. Nice!
Congratulations for submitting the game, keep up the good work!