Mind's Eye by Kosmo

Tags: (Windows, OSX, Linux, via Java Jar), HTML5
Play in Browser (HTML5) or Download: https://beenrak.itch.io/minds-eye
Play in Browser (HTML5) Post Jam Version: https://beenrak.itch.io/minds-eye-dev
You play as Little Man, the guy inside Big Man's head
Each round, issue commands to him at the control panel
Help Big Man defeat the baddies!
Controls: - WASD: Move Little Man around his Tiny World - Enter: Start or Stop interacting with the consoles - ASD: While interacting, ASD inputs commands rather than moving - Space: Submit your actions to Big Man
Each of the consoles controls a different part of Big Man. - The left console lets you control the direction Big Man is facing. - The middle console lets Big Man walk left or right. - The right console lets you make Big Man attack!
NOTE! You can always enter commands -- even if your monitors have static on them!
The following tools/software were used to make Mind's Eye:
- LibGDX: https://libgdx.badlogicgames.com/
- Spine: http://esotericsoftware.com/
- BeepBox: http://www.beepbox.co
- Bfxr: http://www.bfxr.net/
- Audacity: http://www.audacityteam.org/
- 1001 Fonts: http://typodermic.1001fonts.com/


| Original URL | https://ldjam.com/events/ludum-dare/38/minds-eye |
Ratings
| Overall | 272th | 3.556⭐ | 38🧑⚖️ |
| Fun | 239th | 3.444⭐ | 38🧑⚖️ |
| Innovation | 11th | 4.25⭐ | 38🧑⚖️ |
| Theme | 475th | 3.25⭐ | 38🧑⚖️ |
| Graphics | 659th | 2.595⭐ | 39🧑⚖️ |
| Audio | 354th | 2.939⭐ | 35🧑⚖️ |
| Humor | 203th | 3.161⭐ | 33🧑⚖️ |
| Mood | 560th | 2.9⭐ | 32🧑⚖️ |
| Given | 44🗳️ | 60🗨️ |
Other than that, and some UI stuff (I thought I could no longer attack once the attack screen went statiky and I never knew how much health I had), this is a solid entry, though I don't know how much this fits the overall theme of "it's a small world." I get that you're a tiny guy, but the inside of Big Man's head doesn't really feel like a world. I get that Big Man's view is tiny, but just because your screen is tiny doesn't really mean much.
Overall, nice work :)
Originally, light attack added a delay and heavy added two -- but this made the game quite difficult. We ended up removing the delay on light attack since there are times in later levels when you need to carefully choose when to heavy attack and when to light attack. Light attacks do not hurt armored opponents and heavy attacks hit all units in front of you. So while you could always fill the gaps with light, it is sub-optimal.
In terms of Small World, the idea is that there is a tiny little world inside of each of us where tiny little people control your inner workings. You play as Little Man in his Small World -- at least that was our idea.
Thanks again for the comments!!
I got time played: 846s, level obtained: 9, basic dudes killed: 25, armored fellas killed: 8, spinny guys killed: 4
Love the concept, and the gameplay is quite innovative too. Well done!
Overall is really entertaining.
Very cool idea, and pretty well executed! Interesting to play, and with some enhancements, this could be superb.
Well done!
@pixzleone We actually agree with you about the difficulty ramp up. Originally it was WAY harder but our friends/family who we had playtest it were having a hard time. We figured for LD, a tad too easy is better than a tad too hard. We are hoping to continue to develop it and make the curve a bit smoother (so it still starts easy, but doesnt take 15 minutes to get difficult)
Thanks everyone for the awesome feedback! We love hearing you are enjoying it :)
I reached level 10 on my run.
This could definitely be expanded on, more levels and upgrades would keep players coming back for more. It could make for a fun & chaotic multiplayer/Twitch game too (i.e. different people controlling each console).
Leveling up after 4 doesn't increase your power, but it does increase the spawn rate and difficulty of the enemies you face.
Thanks for the input!
Unlike @drtizzle, the graphics weren't really my bag, but to each his own. My main suggestions if you plan to develop it farther are to improve the UI (make it more clear how health works, as I too initially though that a staticky screen was an unusable screen, and expected it to get un-staticky after a turn or too), add some power-ups for additional move options (temporarily turn light attack into a lunge that hits two in a row, temporarily make waiting defend, etc, and maybe a consumable board-clearing resource, like bombs in some shmups).
@philomory In a development version we have (but haven't posted since it was work done after the jam period) we have added little lights under the monitor to show that your entered actions are in fact still there even though you cannot see them.
@spaceman You aren't alone. We have also been working on streamlining the controls based on all of the terrific feedback we have been getting.
Thanks everyone for playing and commenting! :)
In a sense it's my own fault for making unwarranted assumptions, but that's how it is with UI design. My suggestion is that if you press spacebar without at least visiting each panel, you get some sort of indication to go use it before ending the turn.
BTW: it took me a bit of time to figure out that the order of actions in turn was based on the order of actions chosen. Perhaps that could have been more explicit in the UI.
Definitely one of the better entries I played.
Again thanks everyone for all the kind words!!
Not as complex as Advance Wars, but still very interesting to play.
Took me a while to understand what every command does but after that it became a killing machine!
Not bad for a jam game... I still don't know if I can make something like this in 72 hours yet (like not, maybe if I have more preparation), and it's an achievement to do this in such a short time!
Also, the theme interpretation is nice, it's something different than all those planet games I've been playing lately.