I have had some really positive comments on Deepline and a strong urge to take it a bit further and see what I can do with it. A few friends in the industry have given some great feedback, as well as the comments on the page and I have been thinking a lot about what I wish I had done. Here is a quick breakdown of some of that swirl :D
https://www.youtube.com/watch?v=tpr2nfkjirI
As a console gamer first, I NEVER think to put escape as pause! In fact, I never add pause functionality as so much of my blueprints are hacks that a pause function often breaks the game in more ways than I can fix in 24 hours. To me, escape is "Quit prototype" and in fact, my thinking is encouraged here as when I escape in unreal .... It quits the game! One I am going to consider for the next jam. I think it is more prominent of an issue in a game like this where pausing is actually something people might want to do.
The analogue control nature of the pulse, or lack of is an area I wish I had done more in and also tied to the behaviour the drones. The Drone actually works like this -
- player can move past if they are not active
- drones are activated if they receive the pulse
- when activated by pulse, drones will slowly move to where the source of the pulse was - allows kiting and a small amount of control over the drone.
- while active, if the player gets too close, they start to hunt
- if drone receives pulse when too close, it detects player and goes straight to hunt
- if when hunting, player is within X distance, player is killed.
However.... There was a bug where the player could ping the drone when it is hunting, and if out of that mid range, it resets the drone to active. Handy for solo drones, but risky in multiple situations.
I ended up keeping it as through play testing I found it useful and a bit of unintended gameplay.
I DID actually have the pulse on a charge/release basis but there were a few issues.
1 - ranges became increasingly hard to judge and having the standard distance each time was a constant the player could measure their environment with.
2 - being able to do it quicker leads to use that made the audio repetitive and made the player feel more powerful, which ended up killing a lot of the mood. I locked the distance and recharge times as a result but honestly ran out of time to balance it. The thing I should have done was to make the travel distance of the pulse quicker.
To be clear, If I I do take this one further, I would make it more analogue, keep the recharge times slow exactly as you suggest though. In the end I went with something that does make the player feel restricted as that fir more with the theme and mood.
A system I made but didn't finish was mines/bombs/reactor sort of things that when pulsed, have a countdown and explosion to them. Through a mixture of kiting and timing, players could lure the drones to them and they would get destroyed. But alas ... Time!
Lastly, the deaths and restarts were too punishing, but in the last 30 minutes of my jam, I added a function inside the player that when they died, it just got the level name and restarted it. This was my default way of saving progress as at least players would only have to redo the same level.
I had grand ideas of manual save points that you would have to power up etc as players returned power to the facility, but again, 48 hours, scope creep and the scale of the levels for away from me! There was next to no thought about procession, pacing or layout as the spaces were constructed more from a narrative angle, and then just filled with the bits I had to make them functional. I am just glad they were functional in the end. (Also they weren't ! My initial submission has a bug meaning players could not complete it! Fixed in post within the rules though)
Audio ended up suffering on this one as the game itself came in so hot and last minute, I would do so much mor ewith mood and atmosphere and a bit more of an adaptive audio track, but at least there was SOME in the end. The door sounds went VERY wrong! :D
There are a few other ideas like timed machines and varied enemies that I am considering, but I am going to see where the game places and make a call whether to make a bigger version one day.
Thanks to everyone for rating and playing so far and if you want to check it out, head here -
https://ldjam.com/events/ludum-dare/57/deepline