Herd behaviour by Decentsauce
A game about walking with a group of friends to a bar. But not everyone is as good as following directions.

You play the game by clicking the buttons to give commands. There is one level.
I wanted to add more but between me having to go to work tomorrow and Godot not letting me load the next level I'll have to keep it at this. Why it can transition from menu to level 1 without issue... ¯_(ツ)_/¯ Should have probably started on that earlier but I wouldn't have assumed loading scenes in Godot would be so janky compared to Unity.
Tools used:
-Godot 4.6 C# (First time in gamejam)
-Visual Studio
-Asesprite (Bought halfway through jam haha)
-Obsidian for notes
Ratings
| Overall | 284th | 2.579⭐ | 21🧑⚖️ |
| Fun | 281th | 2.417⭐ | 20🧑⚖️ |
| Innovation | 191th | 3.158⭐ | 21🧑⚖️ |
| Theme | 230th | 3.056⭐ | 20🧑⚖️ |
| Given | 16🗳️ | 14🗨️ |
I like how this is a puzzle game, it really has the potential to be something challenging! I feel like it's an unusual approach to this kind of puzzle, pretty interesting.
On the topic of scene transition, did you use this command?
get_tree().change_scene_to_file("res://scenes/finale.tscn")
(Where "finale" is the name of the scene)
It works very well for me. I had one instance where I couldn't transition and it was because of the mistake in the scene I was transitioning to (so the game was crashing).
Also the issue might be in the requirements for the transition - are you sure they were met? Using print("") command really helped me in the proccess to figure out if things are happening or not, if "points" are adding up or not, etc!
*Also, you probably know this already, but you can build for HTML in Godot, if you make sure to name the html file "index" - it's really good to put a web version on itch, so more people will play it!
My original plan for the scene transition was to have an object "Scene Mover" in each scene with a reference to the next level and a LoadLevel function. Then I would have this object subscribe to a signal from the GameManager so I can trigger the next level whenever I want. But from what I understand this causes circular references which break the scenes. So yeah I think either loading it from a string path like you said or having one central scene loader would fix the issue.
And I wish I could export to web but sadly at the moment when you use C# code you can't export to web.
I think indeed the selection commands could be a bit clearer. Basically when you click on these commands you come in a selection mode that let's you select a unique building. Then the character will look around from their own point of view which buildings it can find with that description (green building). If the character can see multiple landmarks with this description it will pick the one closest to the direction it was already looking at.
My original plan was to also give the characters quirks like color blindness so you really had to think through how each character would react to a command. But this idea was probably already way overscoped haha ^^"
The move-towards/face-towards seems non-deterministic, is that on purpose? I got everyone there in 2 turns after restarting a few times, they matched perfectly and I could do "move towards" the green building on the right, then "move left" straight to the bar.
One cool thing about this is that even though there was only one level, I kept trying to beat my own score. Initially 4, then I figured out how to do it in 3 turns, and finally had the RNG lined up to do in 2. I do think it should be deterministic though, haha. Like, slightly drunk people turn right instead of left, very drunk people move backwards, etc. It would be like solving an intricate movement puzzle with a very comic undertone, I could see it working really well.
Good job, and like others have said, keep making games!
One minor thing: I struggled a bit to fully grasp the movement rules at first. It feels a bit short on content right now, but that's totally understandable for a jam! Keep it up, would love to see where you take this!
Move towards/Turn towards are designed to be deterministic but the way I animated it makes it feel random. Also I just tested a little more and I think there's probably a bug in the logic too haha.
In theory a character will go towards the landmark that's closest to their initial viewing direction. There are two green buildings so a character looking to the right will go to the right one, and a character looking up will go towards the top one.
Glad to hear you still enjoyed it! I've continued working on it so I hope I can get a proper prototype out soon.
Some (in game) explanations would be nice, although it is already quite easy to guess, what the controls are doing.
I almost think it might have been better without the 'turn towards' tool, since then you need to embrace the chaos more.
Fun concept!