Factory Panic by Chronosv2
Factory Panic is a game about managing the bins at an ore processing facility. As the bins overflow, the ore spills out all over the floor and slows your movement -- so while you need the ore to match wanted alloy patterns and get big points, you need to keep your work area clean lest the factory halt due to unsafe conditions.
This game was made with: * Unity 2017.2 * Aseprite * Bfxr * Bosca Ceoil * Visual Studio 2017 Community

Post-Compo Updates
- v1.0.0a Lowered the volume of upgrader audio clips so that people with headphones don't go deaf. See GitHub commit c633a69 for exact code changes.
| gitHub Source Repo | https://github.com/chronosv2/cv2_ld40 |
| HTML5 (web) | https://chronosv2.itch.io/factorypanic |
| Windows | https://chronosv2.itch.io/factorypanic |
| macOS | https://chronosv2.itch.io/factorypanic |
| Original URL | https://ldjam.com/events/ludum-dare/40/factory-panic |
Ratings
| Overall | 346th | 3.368⭐ | 36🧑⚖️ |
| Fun | 460th | 3⭐ | 36🧑⚖️ |
| Innovation | 301th | 3.258⭐ | 35🧑⚖️ |
| Theme | 141th | 3.864⭐ | 35🧑⚖️ |
| Graphics | 372th | 3.221⭐ | 36🧑⚖️ |
| Audio | 215th | 3.274⭐ | 33🧑⚖️ |
| Humor | 367th | 2.574⭐ | 29🧑⚖️ |
| Mood | 411th | 2.935⭐ | 33🧑⚖️ |
| Given | 33🗳️ | 32🗨️ |
Also, cool music! I gotta check out this Bosca Ceoil program you listed up below.
My only real criticism would be that the ore deposit and upgrade machine behave differently - in my first game I could not get upgrades to work at all, as I was trying to deposit single ores and got a message that they needed to be refined first, while the deposit machine would accept any number held.
Given its a Compo Entry so I would expect some flaws here and there anyway due to time constraints, the fact that that was the only thing I noticed is a testament to how solid an entry this really was - good job!
@michael-feldman, @jjjjason, @bryceltaylor, @instantnoedel - Thank you all very much for the kind words. I'm very glad that you liked the game!
Overall, a fun game. Good entry!
@zinkler The purpose of the number of scoring options is to give the player something other than the higher scoring options to aim for -- those options give the player lower-scoring options that might be better for keeping your game going. I do plan on using your feedback to make post-LD enhancements to the game, though.
@twotwentyfour, @one-seed-fruit, @mcjammydodger Thank you very much for the kind words! I'm glad that people are enjoying the game. It was a lot of fun to make!

@cubeeo You've actually stumbled upon one of the scoring oddities that I didn't realize I had missed. I designed all the mechanics around only giving the multiplier value to patterns on the board, but forgot to actually implement the check in the GameManager's AddScore function. So as a result you could get a big multiplier and then start feeding in No Match or 4-of-a-kind patterns and get bonus points from it. Though in hindsight, aside from the "Last Scored" panel being outright wrong, is that entirely a bad thing? I'm honestly not sure.
I felt that the little dude moved a little too slow for my liking, though, and the speed penalty when things got messy made that worse. When I accidentally grabbed the wrong ore for an upgrade, the walk back to the alloy machine felt like a year. That's a time penalty and a score penalty in one because those ores also didn't score many points. I guess I get easily overwhelmed. :smile:
The art has a *lot* of grey. It works well to separate the coloured ore from the background, but it always makes me sad to see so much of it. The upgrade machine sound effects meant I could not play this on my headset in fear of permanent damage. Ouch. :wink:
The sound was definitely harsh, and the controls were a little slow, but I felt like it just needed a bit more polish to make it really good.
@quadtree Nice score! Interesting you mention steadily rising difficulty -- I tried to do that already in the game code. When the game starts out, the average spawn time for ores should be about 8 seconds (+/- 30%). Every ten seconds that time between ores gets lowered by 0.2 seconds, to a 3 second minimum (at which point each spawner is putting out an ore between every 2.1 and 3.9 seconds). I didn't feel like increasing the difficulty any higher than that was very fair so that's where the final numbers ended for the compo. Maybe that's another thing I'll take a look at post-LD.
The UX could need a bit of work. I'm not a very smart person. So the fact that the container statues are at the top of the screen and actual containers are at the bottom confuses me a bit. Also being able to upgrade the carrying capacity and movement speed of the little factory worker would be very useful.