Rive Gauche by lucasncv
UPDATE: Mac port made by mcc! (more in the comments)
Do you know how much money a pickpocket makes per day in the parisian Metro? Do you think it's an easy job?
All those tourists stunned by the vastness of the city of light, just waiting to be robbed. Dodge the cops and find the most vulnerable crowd, but hurry, summer's coming to an end! HAVE FUN! :D
The game was written in C++ using GLFW, OpenAL and FreeType. All content made with SFXR and Audacity. Music and some SFX taken from freesound.org (all public domain).
Vista upwards. All DLLs are inside the package, but in case it doesn't work try installing 'vcredist_x86.exe' from here: http://www.microsoft.com/en-us/download/details.aspx?id=30679
CONTROLS: Left click to choose your direction. Clicking on empty space makes you stop. Hold right mouse button to zoom-out.
Do you know how much money a pickpocket makes per day in the parisian Metro? Do you think it's an easy job?
All those tourists stunned by the vastness of the city of light, just waiting to be robbed. Dodge the cops and find the most vulnerable crowd, but hurry, summer's coming to an end! HAVE FUN! :D
The game was written in C++ using GLFW, OpenAL and FreeType. All content made with SFXR and Audacity. Music and some SFX taken from freesound.org (all public domain).
Vista upwards. All DLLs are inside the package, but in case it doesn't work try installing 'vcredist_x86.exe' from here: http://www.microsoft.com/en-us/download/details.aspx?id=30679
CONTROLS: Left click to choose your direction. Clicking on empty space makes you stop. Hold right mouse button to zoom-out.
Ratings
| Coolness | 52% | 3 |
| Overall | 3.56 | 89 |
| Audio | 3.50 | 54 |
| Fun | 3.26 | 169 |
| Graphics | 3.81 | 96 |
| Humor | 2.09 | 510 |
| Innovation | 4.07 | 18 |
| Mood | 3.52 | 66 |
| Theme | 3.48 | 240 |
For the .dll, embedding to the zip the msvcp and the msvcr for the version you compiled should solve problems :) So people should not be installing MSVRedist :P
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Rive Gauche.exe - System Error
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The program can't start because MSVCP110.dll is missing from your computer. Try reinstalling the program to fix this problem.
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OK
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It's a shame since this game looks very interesting and now few people will be able to play it.
It's nice and there actually is a real gameplay.
I would have liked the whole map since i'm in place clichy.
Audio is great too.
Only criticism is that it wasn't made clear what things meant, everything started to look a little bit the samey to me, I also would have like my current line to be better highlighted.
I love the concept and realized mechanics. It's really fun trying to avoid the cops while trying to reach your target.
I have only to significant points for improvement. Zooming in and out all the time for the overview is a bit annoying. Maybe markers at the edge of the screen would help?
Also certain regions often become impossible to navigate by the many cops, while the timer still runs out. This is basically a dead-end. I would suggest either remove the timer, reduce cops, or add a mechanic to otherwise deal with them.
Other than that, this could be a very addictive mobile game. Maybe people could even get more familiar with their own cities subway networks by playing this.
Oh the irony when someone has their phone stolen, on a subway, while playing this!
@gameXcore, highlighting the current line is indeed an important feature! The game does need a lot more visual hints.
@sanderman, I really get what you're saying about the navigation problem, ran into it by the end of the 48h, thought about removing/increasing the time and reducing cop, even tried that but I didn't like the result, lacked something. What I need is indeed some way to directly deal with cops.
The game is pretty hard, there were a lot of cops after I robbed a few times.
I liked your art style, the music and sound effects fit the style, and well produced.
Et le fait d'avoir pris le métro de paris pour quelqu'un qui le prend tous les jours ca rajoute un ptit quelque chose, on se dit "ah c'est ma station !! "
Bravo ! :D
I think I also got arrested once without a cop being on my station, but I am not absolutely certain...
Color, sound, moving, names. Everything help the immersion.
Love schematic games. One of my LD25 favorites.
Ta tum tadum~ Attention à la marche en descendant du train.
Apart from that: Stunning game! The visuals are very nice, and the audio works well. And to top if off, the gameplay is interesting!
http://vote.grumpybumpers.com/j/port/rive/1/RiveGaucheMac_10.6.zip
I had to patch the code a little to get it to run on mac, you can find my source changes here:
https://bitbucket.org/runhello/port_rive
Now, I have to actually play it :)
This is really interesting, I love the concept both on a storytelling and mechanical level, I LOVE the visuals. I really really like the idea of a game which is simultaneously so incredibly "abstracted" and yet validly represents a real-world space. It is difficult to play or enjoy as a game however because of the awkward controls and the confusing way the game initially presents itself.
The introduction problem is pretty real. I think it would not be hard to get around this, but I think you need something in game. In order to understand what is happening here I needed not just the titlebar explanation, but also your notes here, and even your notes in this thread weren't quite sufficient. You said: "Left click to choose your direction. Clicking on empty space makes you stop.". Well, not quite. It seems the mechanics you implemented more were:
When a node has a light rotating "highlight" bar, you may click ON the node to choose it for your next node. If you click anywhere else, including on a non-highlighted node, you stop.
The game seems to have a carefully thought out visual "language"-- I like how "moving" vs "still and deciding where to go next" (a good analogy to on a train vs at a stop) are denoted by the solidness of the "rotating bars" around the dot, that's very natural. However, I don't think most people would guess this! I think people *can* understand these subtle visual languages but I don't think most people are good at figuring them out on their own, most of my own game projects where information has been indicated via subtle signals people just assumed the differences in symbols, colors etc were "noise". If you somehow or other teach people what the symbols mean, they'll know. You need a screen (maybe on the title screen?) explaining what each of the visual signs "means", and maybe an animation explaining what you need to be doing to "catch" a mark. (I don't much like the use of "particles" to indicate current location and location of next mark. It's good that both "you" and "target" are the same unique visual "thing"-- in this case particles-- the problem is the particles obscure or can get confused with the "railway cars", and to some extent obscure other interface elements.) I had to play this a BUNCH of times before i figured out how to get money, and several of the people I asked to test the mac version commented they couldn't get their money above $0 (because they didn't know what they were doing) and it took me MANY plays to figure out that your timer resets each time you score a mark. (The "police" are one of the few things in the game which is totally unambiguous.)
The nonobvious nature of the game would be less of a problem if the controls were more natural. Moving actually is pretty hard. Most things you click on will halt you, and only a couple things will let you move at all. I feel like there are many other ways this could work, maybe you should experiment with some of them. Like what if when you're moving, you just automatically switch to whatever node the mouse is over? Or clicking anywhere will cause you to re-orient in that direction? Or click once for "get off", click once again for "pick new station" and picking a new station allows you to just click in the general direction? (This will sometimes mean accidentally picking the wrong route-- which would be a good representation of riding the subways.) One thing I kept thinking would be really fun, is a version of this where you play with a gamepad such as a 360 gamepad or a PS3 gamepad, and you use the analog stick to pick direction-- at each intersection, if the analog stick is being pushed a direction, change cars and get on the car going the direction nearest to the analog stick direction.
A few more things I noticed:
* The curve of difficulty seems fairly sharp. Before you hit your first mark, there are no police at all. After you hit your first mark, police are EVERYWHERE. I have yet to get two marks in a single game. Maybe the first "mark" could result in fewer police than later ones, so that things can ramp up instead of instantly going from super-easy to super-hard.
* It occurs to me, once the "heat" is on-- if this were an attempt to represent reality, it feels like there ought to be some thing where some areas get patrolled more than others, and taking "back-road" or inconvenient paths will result in less police heat (thus forcing you to make a tradeoff between safety and time).
* As I understand, the "goal" target area is just a station which is extremely busy. Should there be anything in the visuals to indicate business of stations short of "this is a good place to pickpocket"? Should the police patrol more vigorously in more busy stations?
Aaanyway this is a LOT of complaining :) I want to stress I really liked this and I'm criticizing so much because the game gave me a lot to think about. You mentioned on twitter you were considering expanding this game later, I'm really excited to see where it goes!
I'll follow your advices and keep you posted on the development! :D
The game is hard, but fun! I guess knowing the metro lines might help (I don't)