12 Hours by GeraldFIngBurke
20 years ago the world was on the brink of nuclear war.
Out of fear, your country armed their weapons with a dead man's switch.
At a remote facility, a terminal was set to require a biological override every 12 hours.
Should the input not be received the terminal would set the weapons to launch.
In the twenty years between then and now, those that built the system died, along with 90 percent of the human population.
The scattered remnants of humanity are trying to rebuild as you watch from the terminal.
They know nothing of the weapons below their feet, the weapons that are never more than 12 hours away from destroying the last of the human race.
The only thing between them and destruction is you.
Every 12 hours the terminal requires input.
Until you draw your last breath, you intend to provide it.
| Link | https://gerald-burke.itch.io/12-hours |
| Original URL | https://ldjam.com/events/ludum-dare/50/12-hours |
Ratings
| Overall | 1385th | 2.452⭐ | 23🧑⚖️ |
| Fun | 1409th | 1.738⭐ | 23🧑⚖️ |
| Innovation | 1255th | 2.595⭐ | 23🧑⚖️ |
| Theme | 740th | 3.619⭐ | 23🧑⚖️ |
| Graphics | 1099th | 3⭐ | 23🧑⚖️ |
| Audio | 941th | 1.444⭐ | 20🧑⚖️ |
| Humor | 1068th | 2.158⭐ | 21🧑⚖️ |
| Mood | 1201th | 2.905⭐ | 23🧑⚖️ |
| Given | 18🗳️ | 19🗨️ |
The core gameplay worked well, was intuitive and fit your story but I think it could have been a slight bit more interactive, perhaps by making the player press a physical button on their keyboard instead of just walking into a certain area. This could also have been a way to add some challenge to the game as it currently live off only its theme and the story behind it. A decent small game that made heavy use of the theme, though, good job!
So it looks great and the movement is good. Some more interactivity (as previously commenter said)would've made it even better.
I appreciate it! I completely get what you're saying. Each of the pieces of furniture were going to be interactive and the game was going to be more about managing resources as well as time. I had a convention this weekend though and ended up only having a few hours to work. Had to jettison almost everything that wasn't the core idea.
The concept seems good, but the game seems rather unfinished - more destinations with different timers would be a start.
A word of advice: don't name your game link Source download when it's actually a web game.. most people don't bother clicking on that.
Btw, was the code to enter actually 4 8 15 16 23 42?
@baconinvader I was streaming development while I was working out the character controller. Everyone laughed at how the player was spinning around so I left it in.
@digitaldude555 I screwed the pooch by working on art before the core game. I made the terminal reactive minutes before the deadline and did it the lazy way instead of the right way because I didn't want to have to create more UI to tell the player how to interact with it.
@flying-dog-fish Thanks for the heads up. I got this in minutes under the wire so I totally spaced on the form. It's fixed now. Also, I had to Google that reference. Never got into Lost. I didn't have cable when it was popular and I feel like the buzz around the ending has made it hard for me to go back and try it.
@remicraft I really feel bad about the audio. You really need it, especially in a scene that's supposed to be tense.
@meg4cyberc4t Thank you. I only wish I didn't make it look like this was my first jam game, because the truth is pretty far from it.
Art was nice and I understood the tiny world you created. Keep at it because there is a cool experience there for sure :)
@bradur Thank you! Ended up with a "9 second timer" because I got lazy with the floating point math and UI.
@lecloow7 Thank you!