RustPunk by AncientAvocado
A small space adventure, involving text-based realtime combat, fun dialog and warping in space.
Joonas: Code, lead design, writing and console "graphics"
Mirva: Character and gui frame art, character design
Wili: Music, design, writing and task organisation
Joonas: Code, lead design, writing and console "graphics"
Mirva: Character and gui frame art, character design
Wili: Music, design, writing and task organisation
Ratings
| Coolness | 45% | 1550 |
| Overall(Jam) | 3.75 | 122 |
| Audio(Jam) | 3.26 | 278 |
| Fun(Jam) | 3.78 | 76 |
| Graphics(Jam) | 4.38 | 61 |
| Humor(Jam) | 3.20 | 218 |
| Innovation(Jam) | 3.78 | 106 |
| Mood(Jam) | 3.85 | 65 |
| Theme(Jam) | 3.42 | 617 |
That said, I loved the slo-mo combat. It gave more of the feel of a captain issuing commands to a capital ship. Great work!
One suggestion would be for shorter commands for the weapons. Just their # or W1 W2 W3.
That said, this game doesn't feel like a really complete game, even in the context of the jam. The depth of the conversations is too limited, the battles are maybe more frustrating than you intend. The scope of what these mechanics ask for is way more than what you guys made. It also crashes during the credits :(
I would be reeeally interested in this game if you guys fleshed this out into a full thing! I'll send one of you an email, please keep working on this, and keep me updated!
The crash during the credits is an inside joke. Look at the source code (by loading the .love and changing it's name to .zip) and you can notice, that it doesn't actually continue from there :)
We deffinitely will continue developing this project. We already have a lot of really cool ideas. Thanks for your feedback :D
I failed miserably in combat though, takes me to long to figure out what command I need, and typing it correctly.
Some invalid command feedback would be good, I often found I make a typo and end up waiting for ages for something to happen. Not so good in a battle.
It also seemed inconsistant that dialogue uses the mouse whereas everything else uses a text parser. I think it would be better if it was all text input.
Also there doesn't seem to be any way to get back to a battle or dialog if you open the help screen.
Beginning was a bit slow due to the need of understanding you need to warp drive to an interesting location. Battle system with typing commands was hilarious. Had much fun with that.
Game Over Screen did not lead back to menu or new game. Had to restart the game.
But apart from that you really should continue your work on this. It might get interesting.
conf.lua:10: attempt to index field 'window' (a nil value)
Error: image.lua:48: bad argument #6 to 'setPixel' (number expected, got nil)
stack traceback:
[C]: in function 'setPixel'
image.lua:48: in function 'imageFromTable'
battle.lua:33: in main chunk
[C]: in function 'require'
init.lua:16: in main chunk
[C]: in function 'require'
main.lua:10: in function 'load'
[string "boot.lua"]:378: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'