Packet by Defrag
Quick Itch.io link: https://jclayton128.itch.io/packet
Deliver packets across the network as a menial AI. Watch your time, watch your server load, and watch some of the interesting messages people are sending. Keep your eyes out for a rampant AI, a rebel, and a deployed soldier.
Controls: Mouse to interact. You can can use numbers 1-4 to quickly select the 4 different tools. Escape will cancel the current packet assignment.

| Github | https://github.com/Jclayton128/Packet |
| Itch.io | https://jclayton128.itch.io/packet |
| Original URL | https://ldjam.com/events/ludum-dare/53/packet |
Ratings
| Overall | 183th | 3.606⭐ | 35🧑⚖️ |
| Fun | 234th | 3.258⭐ | 35🧑⚖️ |
| Innovation | 53th | 3.939⭐ | 35🧑⚖️ |
| Theme | 32th | 4.348⭐ | 35🧑⚖️ |
| Graphics | 206th | 3.545⭐ | 35🧑⚖️ |
| Audio | 58th | 3.833⭐ | 35🧑⚖️ |
| Mood | 123th | 3.594⭐ | 34🧑⚖️ |
| Given | 29🗳️ | 46🗨️ |
*melanieVoice: I like it, it is chill. Nothing bad happened, even tho I tried to MzBehave!
I had some really large scope on Saturday where there would be a deep, involved story going on in the background. I probably should have tabled that for a possible sequel and just stuck with the core gameplay loop. As it is, there is a loss condition, but I still had a debug value in at publish time - the servers heal too quickly, negating the need for any use of the tools.
> There might be a future to the game, but I’m a little too tired right now to get back into the code.
I know your feel bro...

Fun puzzle game , great tutorial and clean art.
Music good a little to short of a loop imo, 1 or 2 more bars would spice your game up so much.
The game itself with the theme is a good rough gem.
Well made buddy!
Edit: also good use of particles.
My suggestion would be to separate resource management and action part: maybe have something like ~10 packets, then spend resources and clean up the mess without time pressure, and then stress-test your uprgaded network again. For now it's just too much happening, too hard to pay enough attention to network status, packet timer, your points and upgrades at the same time (and when should we even read the messages? or is this haste a part of message encryption?)
Music and SFX are simple enough, but I really like how they synergize with each other.
Great job overall on the game, was actually much fun! Would like to see a full game out of this.
I have some suggestions:
* make the tutorial in such a way that you do not have to read a wall of text before you can actually make use of what you learn. I am bad at keeping things in mind, I would have rather had a simple assignment to start with and as I progress the tutorial pops-up and tells me about the next move
* either I did not manage to get any encrypted packet or I did not understand which one is an an encrypted packet :smile:
* I would have probably preferred this kind of game to be more relaxed, with no time-constraint. Just give more time to the player to think about the next move. It would probably make it feel way more enjoyable
It's got a lot of potential. Nice one!
It was a problem with text only on fullscren

@tinykidtoo @potatocouch Packet has a bit of a split identity. I wanted a cool, simplistic arcade feel, but with some story and RTS elements included. In retrospect, I probably should have just focused on one (ie, remove or greatly expand the time window to allow for reading of packets).
@nozomu57 Thanks for the vote of confidence! I'm already thinking of ways to refine the gameplay. I'll probably turn off the story packets, or at least give them a very generous time window to allow for some destress moments. I think the tools probably distract too much from the actual packet routing, but I have a few ideas in mind to still incorporate network improvements without changing the core mechanic. When/if I get around to implementing those, it will happen over at my itch page (where the game is hosted currently).
Perhaps you could have change the timer to limited moves so the player can take their time to adjust. Or drop the urgency altogether since the servers have durability and require action from player.
I also liked the menu transition.
Good work!
The biggest flaw with the gameplay would be the text messages in my opinion. There is a pretty fast and strict time limit on completing the deliveries, so there really is no time at all to read the text of the messages. That is some unfortunate dissonance between gameplay and narrative. Maybe those messages could come between deliveries in a time stop, so you actually can read them without losing precious thinking time. There are some other nitpicks about visuals and UI, but those can be mostly neglected for a jam game, imo.
I really did like the mood and narrative of the game, though. It felt very fitting and the music supplemented the mood very well. Overall I'd say it's a great idea but the game design was maybe a little overscoped for a short jam. Could be interesting if you build on it, though!

That being said, I think having a phase between deliveries to use the repair tool and other tools would have been helpful. Game felt too fast paced, like I had to click nodes for my life against the timer to focus on anything other than that. Since the nodes had to be delivered so quickly, I never read the messages being delivered.
I think maybe a 'start/stop' mechanic where the player can pause the game to take in the fluff you've written would be one way to solve that problem.
Music and sounds really helped set the mood. Art was simple but clean and the particles looked good!
Pretty mechanic heavy game for a Jam, and that's impressive! Nice work!