Late Medieval Network Engineer by MisterKeefe
adventure awaits!
picking castles, taking names
the tunnels
Intro
Late Medieval Network Engineer is a game where you play a Network Engineer in the Late Middle Ages, responsible for keeping the connections between a group of castles alive while the King is away.
To do this, you travel through the tunnels between castles, dealing with technically correct monsters and fearsome HTTP status codes, or possibly the other way around.
Instructions
Controls: Pointer / mouse, but you'll probably need to be on a laptop (or tablet) to see the whole screen. There are instruction modals in the game, but just in case:
Gameplay is split into two phases. In the overworld, you must choose a castle to travel to from your current castle (which will have a blue marker around it). Once you've chosen a castle, a red marker will appear underneath it. You can then travel by clicking the "travel" button in the left-hand pane.
Travelling takes 1 day. You have to survive for 14 days.
While travelling, you enter the other phase of the game. You are underground and must choose a route through a sequence of cards which will affect your status and the status of the tunnel you're in. You choose from the top row of cards, again using the mouse. Depending on your last choice of card, between 2 and 3 of this top row will be selectable. Cards not adjacent to your previous position will not be selectable.
The goal overall is to keep the network of tunnels healthy and also not die yourself. At the end of every turn, the network will suffer random damage which it is your job to repair.
Theme
I went with this design because the theme reminded me of the keep-alive HTTP header, so I wanted to create something that was kind of HTTP but not really. In this game, you are keeping a network alive.
Details
This game was made using kontra.js and my own tool for procedurally making sprites, pixel-factory.
I like pixel-factory because it lets me keep writing JavaScript all the way through the jam without breaking flow and changing to another tool. You can see an example here -- this is the worm card used in-game.
I'm pretty happy with the results (it's the first jam I've used it for). Generally I think sprites went well with a couple of notable exceptions (health bars in the tunnels, probably a few others).
I didn't get around to audio and wish I had now -- next jam I need to write less code and use more tools! "amount of source code produced" and "how fun the game is" are pretty much completely unrelated :smile:
Thanks for playing and reading, I appreciate it!
Ratings
| Overall | 251th | 3.727⭐ | 35🧑⚖️ |
| Fun | 210th | 3.697⭐ | 35🧑⚖️ |
| Innovation | 67th | 4.061⭐ | 35🧑⚖️ |
| Theme | 366th | 3.833⭐ | 35🧑⚖️ |
| Graphics | 764th | 3.045⭐ | 35🧑⚖️ |
| Humor | 304th | 3.21⭐ | 33🧑⚖️ |
| Mood | 772th | 2.887⭐ | 33🧑⚖️ |
| Given | 42🗳️ | 46🗨️ |
The gameplay was simple but tense, and while I assume it is fairly luck-based (unless you are balancing the cards that show up?) I still was on the edge of my seat running around trying to keep the whole network from falling to pieces. I managed to make it to the end just barely thanks to a good last few days.
I noticed that cards either have yellow or red borders. I think that red = always bad, but yellow seems to include both good and bad cards. Maybe good cards can be separated out into their own border?
Other UI tweaks I could think of would be being able to see link strengths / integrity for anything on the map at a time, not just ones I can click on, so I can plan future moves.
And of course the flavor is top-notch. Would love to see more like this!
Congratulations on the entry :thumbsup_tone1:
:purple_heart: :dart: :frog:
UI is clean and clear, no confusion whatsoever. I'm definitely retry this to see if there's a hidden boss somewhere down the end :rofl:
i can honestly say this is the first game where a 404 error has killed me!
The theme is clever and funny.
There's a ton of strategic depth from such simple mechanics. Should you go to a weak network and repair it or a strong network and heal yourself. Should you take damage now to move to the center and open up more options.
There's a nice balance of information. You know which cards are bad and which networks are failing based on the art, but you have to internalize exactly how bad.
Really great job.
I did really feel like I was in the late medival. It means that the graphic was done well and served it purpose. I personaly liked games where the action have some consequences and this game was full of it.
Thank you!
I lose 2 days before the end :(
Great job!
Well done!
**Things I liked**
- great concept and execution
- interesting mechanic and brain teasing
**Things that could be improved**
- music and sound effects are really missing in the game so it would add another layer to atmosphere of the game
- more "levels"
- more types of cards and mechanics with them
Great work, it reminds me EVE Online Exploration data sites :smile:
The traveling mechanic was really interesting. Did you come up with that entirely or is it based on an existing game?
The main network screen is a bit lackluster, for a second I was thinking that was the whole game. A little UI brushup would go a long way I think.
I designed the network screen first, which I think was a bit of a mistake -- it might have flowed better the other way around. Thanks for playing!