Domi-No-Mercy by squimmy

The enemy dominoes are on the march. We've mobilized our forces to intercept them and it's up to you to command them to victory in battle!
Our soldiers have been equipped with personal teleportation devices to traverse the battlefield. Click anywhere within the highlighted yellow area to teleport the selected soldier to their destination. Body-horror prevention fail-safe systems will prevent teleporting into terrain or other soldiers.
After moving, click on an enemy to fire your weapon at him! If, for some inconceivable reason, you do not wish to fire upon the enemy, you may right-click to face in the selected direction.
The tab key can be used to cycle through available dominoes who have not yet taken action. Once all you troops have done so, the enemy will have a chance to strike back!
You can use the left and right arrow keys, or the A and D keys, to view the battlefield from a different direction if necessary.
- Created using Godot.
- 3D assets designed using Blender
- Textures drawn using Krita and paint.net
- Music made with GarageBand
- Uses the "Wretched" font by Laura Lampman
- Sound effects generated with sfxr
(There seems to be some audio stuttering in the HTML5 version, particularly when using Chrome. This appears to be a known issue with Godot web exports. Audio on the downloadable Windows executable should be fine.)
Ratings
| Overall | 296th | 3.429⭐ | 30🧑⚖️ |
| Fun | 205th | 3.554⭐ | 30🧑⚖️ |
| Innovation | 183th | 3.607⭐ | 30🧑⚖️ |
| Theme | 427th | 3.054⭐ | 30🧑⚖️ |
| Graphics | 446th | 2.879⭐ | 31🧑⚖️ |
| Audio | 245th | 3.214⭐ | 30🧑⚖️ |
| Humor | 202th | 2.982⭐ | 30🧑⚖️ |
| Mood | 384th | 2.929⭐ | 30🧑⚖️ |
| Given | 24🗳️ | 34🗨️ |
The physics can wig-out sometimes and when an enemy shoots they can knock themselves down, which while funny, felt kind o bad being handed a free win.
Some more audio sounds for turn changing, moving units shooting and hitting, falling down would have been great. The textures were a bit of a mixed bag, I wonder if there may have been a more simple-coherent look the game could have taken with such a far out camera. Picking out the troops can sometimes be difficult against the ground and surroundings.
Really solid game! I look forward to more from you in the future!
From a code side I liked how you could see the AI choosing its position. Having some map variety is very impressive too. Nice seeing more Godot games :robot:
I love how the shooting is inaccurate, so its not to easy and that buildings can be moved around. Also: seeing even a basic AI is more than I expect from a 48h game. Same goes for the two player mode (although I know its easier to do two players than an even basic AI player). Great stuff!
# my personal and critical 5 cents here
- brighter and more rich in contrast colors would make the single items on the table more distinguishable (they are distinguishable but it would be easier with trees/houses and table in more different/ brighter colors)
- making the character textures on the dominos in the main menu pixel perfect would be nice, since they blur out a bit
- giving the text in the game ("Your Turn" etc. ) a white outline would make it stand out more from the background
- it would be cool to have the buildings made out of neutral colored dominos that scatter around as casualties ;).
- let me use that canon in game ^^
Super cool idea and very well made!
Definitely above the average!
Lots of potential for a great party game here. Well done!
I am amazed with the AI :o its actually really good for a 48h jam. It has a lots of potential (imagine online duel :P). Easily in my top 3 game played so far.
1. Long range sniping shots feel amazing because it's so much less guaranteed than a game with a normal sniper function. Watching them fly away because of a snipe is incredibly satisfying.
2. The first time you hit several people and get a domino effect, you really appreciate what the game is, a physics based tactics games. One I haven't really seen before.
Yea it's a bit easy but you showed off what the concept can do. I'm sure the people who have a partner to play with could really mess with the game and really figure out some cool strategies.
The last and coolest thing to note, the main menu is like Megaman X's, which is a built in demonstration of what the game will be like. After seeing that and seeing the map, I already knew exactly what I was supposed to do. Great "tutorial" without being heavy handed on the concept!
This was my first attempt at making a game based on physics simulations, so a long list of planned features got slowly whittled away with every hour I spent fixing strange bugs and mis-configuration in the physics engine.
@appoxgames I didn't have the time to mention it anywhere in the game, but your units don't always shoot in exactly the direction you tell them to. they have a chance of shooting at a slightly different angle.
@hotaloca Volume control settings were the next thing I wanted to put in before I completely ran out of time... :sweat:
@draperdanman This was my first time using Krita for art (it's good!). I was mostly trying different brushes at random and some turned out better than others. As for sound, I got as far as digging out a bunch of board-game pieces and recording foley sounds for things colliding, but I didn't have time to put them into the game.
@fabernull I could have made the AI take its move immediately, but showing the thinking solved a couple of problems: it let me re-use some of the code for checking player movement, it gave the player time to see what was happening, and most important of all, it ended up looking pretty cool :grin:
@mordrick At first shooting was 100% accurate, but it was clear this gave the first player too much advantage. I originally planned to have an aesthetic based on old late 19th C. tabletop war-games (see the font and the Napoleonic-style cannon), but I didn't have the artistic skill to pull it off, so it just ended up as a very muddy color-scheme. I'm particularly concerned that the game might be almost unplayable for the color-blind. I originally used pixel-perfect textures for the text, but at low resolutions (particularly on web) it was completely illegible rather than just blurry. I later increased the web player resolution but never got around to re-importing the textures as pixel-perfect :sweat_smile:
@pdotjpg I did a terrible job of communicating how shooting works. It always fires with the same power and vertical angle, but horizontal angle is slightly randomized. Sadly there's nothing in the UI to indicate this :confused:
@pvp Thanks! Web audio seems to depend a lot on the browser. If I revisit this game after ratings and feedback are finished, I want to try and implement online multiplayer, but making the physics sync properly over an internet connection is a very daunting challenge.
@listonos for the AI, I did the simplest thing that could possibly work, so yeah, it's not great. Even still, I was paranoid it would turn out very buggy so it ended up being probably the most heavily-commented code I've ever written for a game-jam.
@maggardjosh better camera controls was another thing I wanted to add but just didn't have the time. Usually the simple rotation controls I added are enough, but there are definitely situations where you need to be able move the camera more freely.
@gdman yes, more units and more chain reactions would have been neat, but there were a couple of reasons I avoided that: The main reason was that I had no idea of the performance of the physics engine when compiled for HTML5, especially with large numbers of objects, so I kept numbers low to be safe. A lesser concern was that losing lots of units all at once to a chain reaction wouldn't be very fun... on the other hand, you're right: it _would_ be fun to knock over a whole army of enemies with one shot.
@gus-the-shark I would have loved to have added more kinds of units. Early on I had ideas for machine guns and grenades and all sorts of other things, but 48 hours turned out to be just not enough time to add much more than the bare minimum :slight_frown:
@peachtreeoath The main menu was a surprising amount of work: modelling the cannon, coding the dominoes to show different letters, and fiddling with the camera perspective so all the text was legible at once, despite being different distances from the camera. I'm glad that work paid off!
sometimes it's hard to find out which one is down and which one is not. but it could be a part of real situation?