Crunch Time by gelisam
Welcome to Software Solutions Planning incorporated! As our latest hire, your job is to crank out features.
Fit your features onto the schedule, work around meetings, and leave time for other commitments. Make sure that every new pieces of code reuses every other piece of code you wrote before, all while dealing with ever-tightening deadlines. And when you get stuck, travel back in time to refactor your code and try again.
After all, what's the only thing more fun than crunch mode? Going back in time to repeat crunch mode again, and again ... and again!!

Ratings
| Overall | 558th | 3.469⭐ | 50🧑⚖️ |
| Fun | 679th | 3.198⭐ | 50🧑⚖️ |
| Innovation | 64th | 3.99⭐ | 51🧑⚖️ |
| Theme | 315th | 3.745⭐ | 51🧑⚖️ |
| Graphics | 661th | 3.344⭐ | 50🧑⚖️ |
| Audio | 485th | 3.085⭐ | 49🧑⚖️ |
| Humor | 394th | 3.293⭐ | 48🧑⚖️ |
| Mood | 579th | 3.261⭐ | 48🧑⚖️ |
| Given | 61🗳️ | 58🗨️ |
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RtApiAlsa::getDeviceInfo: snd_pcm_open error for device (hw:0,0), Device or resource busy.
terminate called after throwing an instance of 'std::runtime_error'
what(): RtApi::openStream: a non-NULL output StreamParameters structure cannot have an nChannels value less than one.
Aborted (core dumped)
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Why this startup script? What is its purpose?
"On second thought, weekends are for work" really got me tho lmao.
Cons:
- It took me longer than it should understand the rules, so maybe add a better tutorial. (Or it could just be me being stupid :) )
Overall this was a really nice game and you should be proud of what you achieved. :)
Is there some requirement on the Java version? my jre is 1.8.
The game mechanics is a little confusing, maybe it's because I stayed up whole night. :)
Can you suggest how to present the mechanic more clearly? Because I am interested in interface design and presentation clarity. But I still want to give the player room to discover and avoid spoon-feeding them. We chose not to include too much highlighting and cues, because part of the puzzle is that a player will overlook certain valid connections at first. So the game is designed to withhold cues that make a solution too obvious.
Usually I'd say don't worry about spoon-feeding, but if learning the mechanics is a vital part of the gameplay (as seems the case with your game) then not-telling a lot of stuff is probably vital to your design. I'd say the game is solid as-is, it just doesn't fit me as a target audience, which is fine :)
As a game-design teacher who does a lot of teaching about interface design, I'd have to say there's disappointingly little to find on the subject online, so I can't really refer you to any one good source if you want to learn more about it.
I did find the leaked UI design doc for The Division to be fairly interesting, and there's a GDC talk by some Blizzard folk about Hearthstone's design seed which I always take to heart.
Good luck!
@kunonooni The background music is supposed to play in a loop independently of the scenarios, did you perhaps accidentally mute the sound by hitting M?
The game was a fun challenge, and the jokes on corporate culture got a couple giggles out of me. I should complain that I wasn't able to see the whole puzzle at once, but in fairness I didn't find that an issue. The levels were short enough that going back through them was pretty quick.
I wasn't sure what happened with the start of the non-tutorial level. If on the first phase, I put the Target class over Server, I can't place Server over Receiver on the second phase, even though both it and the Source/Sender symbols match up. There's probably some mechanic I missed.
Nice work on the title.
I did not get the mechanics even though I could make it through all the levels :grimacing: In my opinion, the key to a good tutorial is to start really simple and let the user fill in the blanks, even if those blanks might not require any or much thinking at all. The user can also be guided with graphics and animations, besides using text.
Keep up the good work!
Great work :)
Graphics: Really relay the whole "corporate" feeling, with quasi-cheerful fonts, PowerPointy transitions, and meaningless squares.
Sound: The background noise cut out at some point and didn't come back. The typing noises are good, but seem to clip a bit?
Gameplay: It's hard! But fair. The explanations could be better, but once I understood the concept, it was good. But still sometimes something won't fit, and I'm not entirely sure why. I really love how you have to go back and modify previous solutions!
It would be awesome if on a extremely difficult level, your boss would force you to start over as soon as you finished by making a slight change on the first bit of code.
Pretty good! Unclear, cruel, pointless. The perfect atmosphere for a corporate game.
Lets start with the setting. Software development is close to all of our hearts, but I do find it weird that you are fitting UML into a calendar. Is that a thing in bigger software houses?
The background ambient does not loop. The sound effects are lacking too and harsh on the ears. (Played Linux 64-bit, if that matters)
The refactoring works, yet the more phases there are the less effect each phases has. If the graph fits the first three levels, chances are it is just going to fit the next few too (happened to me with the last set of levels). I guess it is possible to design around that with clever tricks and maybe more mechanics, allowing to subvert the base rules.
Lastly the tutorial is not that clear. The second phase for me caused an issue as an important piece of information had not been said explicitly: The names from the classes don't need to match! The rules only say the symbols need to match, so technically they are not to fault, but the human mind works in mysterious ways making its own *"logical"* connections. I got another person to play too and they also found the tutorial confusing.
Basically a fool-proof tutorial should only do one thing at a time and explain it as succinctly as possible, without withholding information. A tricky task, yet doable. Here's my take on this:
**Tutorial start**
Phase 1:
>- Select a class from the code area.
- Click a class with the same symbol in the work area
The work area has two classes with different symbols and neither name matches the code class. The commit button can appear once the player has made the right (only possible) match, thus it does not need to be explained verbally.
Phase 2:
>- Classes cannot overlap occupied tiles
The work area once again has two options: one with a blocking class/post-it-note below it, another without. Both classes have the the correct symbol and non-matching names.
Phase 3:
>- If you cannot fit your code classes into the work area then you need to refactor it in the previous phase.
The refactor button appears in this phase. Going back to the previous phase the class can be connected differently in the same vein than in the current phase 1 (as in, above the matching class, not below it)
Phase 4 & 5:
>- Put everything you've learned into good use.
A few more levels with some refactoring needed (if the player didn't get lucky of course)
**Tutorial end**
Not a big difference, but it does make it very clear that class names don't matter and assures that the player only needs to learn one thing at a time.
Solid effort nonetheless.
Overall: *Above average (3.5)*
Fun: *Above average (3.5)*
Innovation: *Great (4.5)*
Theme: *Good (4.0)*
Graphics: *Good (4.0)*
Audio: *Bad (2.0)*
Humor: *Above average (3.5)*
Mood: *Above average (3.5)*