Dumb Ways to Doctor by Specturnal

[raw]
made by Specturnal for Ludum Dare 46 (JAM)

Lots of patients with serious illness are in need of treatment! As an amazing doctor, it is your job to save these patients, even from their death!

There are up to 9 possible illnesses and 13 types of items available, plus a growing difficulty each day, challenge yourself to save as many patients as possible!

For some reason, patients can turn into ZOMBIES if left unchecked! Should you prevent it or make it happen? You need to be careful because using a wrong item can lead to disasters!

Strategy Guide:

-Patient can resist treatment when their fragility is too high, use tranquilizers to lower it.

-Use tools(Stun Gun, Plunger, Air Pump, Welding Tool) to attack zombies.

-Apply blood packs to reduce blood loss.

-Use steroids to increase heart rate, but treat them quickly before heart rate goes above 150.

-Use tranquilizers to lower heart rate and fragility.

-Use tranquilizers on patients that went lunatic and get off from the bed themselves. You can then put them back on bed.

Remember to prioritize conditions with greater threat!

WhatsApp Image 2020-04-21 at 10.49.34 AM (1).jpeg WhatsApp Image 2020-04-21 at 10.49.34 AM.jpeg

Ratings

Overall 719th 3.7⭐ 22🧑‍⚖️
Fun 1424th 3.225⭐ 22🧑‍⚖️
Innovation 566th 3.625⭐ 22🧑‍⚖️
Theme 33th 4.4⭐ 22🧑‍⚖️
Graphics 1195th 3.65⭐ 22🧑‍⚖️
Audio 1234th 3.025⭐ 22🧑‍⚖️
Humor 351th 3.675⭐ 22🧑‍⚖️
Mood 734th 3.658⭐ 21🧑‍⚖️
Given 20🗳️ 16🗨️

Feedback

Sn4pi
20. Apr 2020 · 23:25 UTC
I think that this game is pretty complex and has a cool idea in mind. It is stressfull in terms of gameplay and completely chill because of the nice track playing in the background.
The controls felt a bit wonky but it's no big deal afterall. The real problem for me was to find my mouse cursor when i wanted to skip to the next day because the cursor color completely blends in with the background!

Nontheless, I liked the game and I am deeply impressed of the complexity of the gameplay.
Shugor
23. Apr 2020 · 14:37 UTC
I really like the concept here and the variety of different tools is great. I think the days might be a bit too long though as I found it quite easy at first, and I'd have liked the difficulty to ramp up a bit faster. Had a lot of fun playing though, good job!
Hcursino
23. Apr 2020 · 15:03 UTC
That was fun. Other than the music getting quite repetitive I don't have anything to complain about your game. Well paced level design, smooth and fun game play, charming graphics, cool character, preposterous situations. Amazing entry, good job!
Hanna_Knop
24. Apr 2020 · 18:50 UTC
sooooo coool! I really like the idea of that game! Felt almost like a real doctor :D great job guys :)
wallyfoo
24. Apr 2020 · 18:50 UTC
The music was repetitive, but it's a solid concept with a lot of potential.
Ben Ash
24. Apr 2020 · 18:51 UTC
Really liked this! Definitely didn't save ANYBODY my first time, and there was something morbidly hilarious about the goofy background music paired with seeing patients gush pixel blood right at the start.
xel
24. Apr 2020 · 18:52 UTC
Cool yeah so I definitely shouldn't be a doctor with the number of patients I killed at first!

The concept is great, it took me a second to figure out where all the initial tools were but once I had a mental map of them it became a lot more fun! The treatments were also pretty funny. Imagining super gluing an artificial limb to a patient and calling it a day is great.
bitdecay
24. Apr 2020 · 18:59 UTC
I found it hard to understand what I was supposed to do to treat the patients. It seems like you can only pick one treatment, then they either recover or die? Example, one patient was bleeding, so I used a blood pack, but he kept bleeding out faster than the blood pack was helping. I wasn't able to use any other tools on him, so he eventually died.

The idea is a fun take on the resource management style. I could see having more fun with this if I was a little more free to play with the tools. Overall a good idea with decent execution.
ankou
24. Apr 2020 · 19:40 UTC
This is a neat idea and I like the art and layout, but the gameplay is definitely a bit hard to understand at times. It might help a lot add some sort of indicators of what patients need outside of their information windows, since checking up on a character and then running to actually grab what they need often takes too much time to actually save them.
Weine
24. Apr 2020 · 19:57 UTC
First of all: the importance of the **E** button cannot be understated and this should have been written all over the text and starting play. Took me a first playthrough to realize that either this game isn't finished at all, or I'm missing something. Turns out I was was missing the patient reports (**E**).

Second: cool game. I had fun "treating" my patients, although it felt that the first days were a bit too long, making the game a bit slow in the beginning.

I'm just wondering how you could know that these kind of treatments would be recommended by a prominent political person today? You have to be time-travelers or something =)
NiKaDra
24. Apr 2020 · 20:07 UTC
A fun and challenging game that certainly kept the tempo pretty high! It was thrilling dashing in between patients trying my best to supply everyone with everything they needed, and then inevitably failing because I picked up the wrong item in my rush, or didn't make it in time.

The gameplay was, in my opinion, the part of the game that stood out as most interesting and well made. I think that the multitasking aspect, time constraint and pressure to save lives definitely combined well to make a gameplay where the player is constantly kept at the edge of their seat. It also feels as though you managed to add a good amount of aspects to patient care, and this prevented it from becoming a stale process. It isn't just about finding the right items, but also making sure you have the time to do so by using, for example, the blood bags and tranquilizer. However, sometimes I felt as though it could have been made more obvious exactly what was happening. For example, when my patients got up for no reason I didn't quite understand why, but having an additional read-through of the rules made me realize the tranquilizer could be used against this. In general, it would've been nice to have give the player a bit more feedback about what's happening, so one can understand what's wrong and how to fix the problems.

The graphics were simplistic, and they did a good job in portraying what things were so you could usually quickly judge what something is when you were in a hurry. Although some items had a bit too similar of a design, I find that you quickly learned to distinguish between them, and besides it added a bit more of a challenge to the gameplay. I think some visual feedback on a patients condition could have been nice, so that you know which patients require the most urgent care without having to read their patient report.

The music was a nice touch, and audio feedback was used well when administering care to patients, like I would've liked to see a bit more of in regards to the visuals.

Overall, the game was fun and hectic, lacking just a bit more clarity. Like others have said, sometimes it was a bit difficult to understand, but once you got the hang of it it was actually genuinely enjoyable! Great job!
Euler Moises
28. Apr 2020 · 04:46 UTC
What a funny game!
I was just like a nut trying to remember where the objects were. I would be a terrible doctor. A simple and fun game, with simple and colorful art. When making a song for a game, think that the player will hear it often. Avoid very short loopings. Think of something over 40 seconds long.

Congratulations!