6 Degrees of Sabotage by dukope
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6 Degrees of Sabotage
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One hour ago, a bomb exploded at the mayor's rally.
We have gathered intelligence that implicates the Clockmaker as the mastermind behind the attack. However, the Gambler was seen placing the bomb at the rally. We believe the Clockmaker does not personally know the Gambler.
There is a network of saboteurs disguised among groups of innocent citizens. Bomb instructions were passed between multiple pairs of saboteur acquaintances.
Review the security tapes from today to track the note and uncover the saboteurs.
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This game is based on the concept of six degrees of separation, also known as a small-world network. I wanted to show how short connections between acquaintances can lead to long chains. Making a large world much smaller.
Actually what I really wanted to show was the completely different and totally bitchin concept I worked out for Alchemy. Oh well. Hopefully this hits the Tiny World theme well enough. Enjoy.
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UPDATE
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The fixed version has the following changes:
- Fixes the end-game success/fail check to actually work properly. (Pro-tip: "for each" on a string doesn't iterate through its characters in AS3)
- Reduces the swf height a bit to fit better on smaller screens
- Fixes a typo: ELMINATED -> ELIMINATED
6 Degrees of Sabotage
---------------------------------------
One hour ago, a bomb exploded at the mayor's rally.
We have gathered intelligence that implicates the Clockmaker as the mastermind behind the attack. However, the Gambler was seen placing the bomb at the rally. We believe the Clockmaker does not personally know the Gambler.
There is a network of saboteurs disguised among groups of innocent citizens. Bomb instructions were passed between multiple pairs of saboteur acquaintances.
Review the security tapes from today to track the note and uncover the saboteurs.
---------------------------------------
This game is based on the concept of six degrees of separation, also known as a small-world network. I wanted to show how short connections between acquaintances can lead to long chains. Making a large world much smaller.
Actually what I really wanted to show was the completely different and totally bitchin concept I worked out for Alchemy. Oh well. Hopefully this hits the Tiny World theme well enough. Enjoy.
---------------------------------------
UPDATE
---------------------------------------
The fixed version has the following changes:
- Fixes the end-game success/fail check to actually work properly. (Pro-tip: "for each" on a string doesn't iterate through its characters in AS3)
- Reduces the swf height a bit to fit better on smaller screens
- Fixes a typo: ELMINATED -> ELIMINATED
| Web (Compo Version) | http://pope.jeffsys.net/play.php?g=six&f=1 |
| Web (Fixed Version) | http://pope.jeffsys.net/play.php?g=six |
| Source+Info | http://pope.jeffsys.net/index.php#six |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11080 |
Ratings
| Coolness | 100% | 1 |
| Overall | 4.07 | 13 |
| Audio | 3.58 | 56 |
| Fun | 3.67 | 53 |
| Graphics | 4.03 | 61 |
| Humor | 2.83 | 179 |
| Innovation | 4.30 | 15 |
| Mood | 3.93 | 15 |
| Theme | 3.15 | 373 |
great job!
Fun: 3/5 - It was quite fun while it lasted - I was almost tempted to pull out a pad and take notes! - but it doesn't have much replay value.
Theme: 3/5 - I presume the connection to the theme is "It's a small world after all" but it's not communicated well enough. Certainly a clever take, though.
Graphics: 4/5 - Pretty, and functional. The game relies heavily on visual differentiation between targets, sometimes unsuccessfully.
Audio: N/A - Not on a computer with audio, so not rating.
Humor: N/A - Did not see any attempts at humor, so not rating.
Mood: 4/5 - A rather profound noir mood. Works well.
Very nice concept and good game!
I wonder what this game would have been like if it was alchemical instead!
Congratulations!
I added a fixed version that corrects an unfortunate bug with the end-game win/fail check. It was basically random before. Now you've gotta kill all the saboteurs to win. As intended.
The shooting could have been more purpseful maybe - I didn't enjoy killing innocents because I'm too bad at aiming.
Nevertheless, I love the fact that it plays different every time you play it, actually reminds me of cluedo and that's a good sign. Graphics and Audio(!) are great mood-setters.
Very nicely done :-)
Very nice idea and execution.
I found the actual clicking on people to be occasionally annoying (they're moving and there's lots of bystanders around).
gritfish: The groups of people are defined by proximity. Except for the first and last screen, each group has a "visiting" saboteur from another group. Hopefully that answers your question.
R3ason: Yup the saboteurs and groups are randomly selected each round.
I loved the concept, graphics, mood and gameplay. The only thing is, I wish it was longer (wich is just another way of saying how much I enjoyed this).
One thing is that even with the improved version this is uncomfortably large on my humble 1280x800 laptop screen, which is a pity since the sprites are beautiful.