The Green Corp™️ Sabot-free Saboteur-proof Railguns are purely for protecting the Seagreen🥬 from trash.
And that's a Green Guarantee™️!
(I'm glad you liked the details, they were what I meticulously spent most of the jam on.)
Thanks!
Yeah, this is basically a pile of meticulously-crafted tech, aaand then I ran out of time to make the game itself better.
The narrator is pretty complex as you guessed. It's not quite perfect, but I like it a lot overall and it was a great learning experience. I ran into a lot of issues such as robots can't say "sky" due to the TTS, and had to write things in weird ways all the time, but overall it was so much fun to mess with.
It's capable of switching lines and certain words randomly, as well as counting to a hundred. I definitely like how it makes it sound a bit less "NPC repeating the one line they know when you talk to them" than usual (especially when clicking on the resources!)
The game is unfortunately softlockable in the current state, as you found out, as there's no lose condition.
I wanted to add failure narration for such cases, but ran out of time to do all the necessary checks. (e.g. "The peeps didn't think of the long-term consequences, and wasted all the precious resources gathered.")
Each level you have to build the specific buildings to progress the story. But the game doesn't prevent you from building farm/farm/farm instead of farm/lumberyard/mine, for example, so you can run out of the necessary resources to progress.
There is a cheat button in the controls ([Enter] adds 1 1 1 resources) for this scenario if you want to just listen to the tiny story.
I can't but apologize for the gameplay, and especially elevator section (aka the water level of this game.) It's very thrown-together and just not very intuitive.
The original plan was to have Mother narrate a bit more as you do things, and have something a bit more interesting than all those parts lifted by the elevator (e.g. one of them being a magnet that zaps the next part off a cliff or something.)
But that's what happens when you spend 10 days on the visuals instead. And that work at least seems to have paid off, which I'm glad to hear.
Fun fact, the game became inspired by the GROW series of games the second I added those blobby peeps as an animation test. You'll love those games if you liked Grocean.
Known issues:
- Various UI sequence break when going too fast. Obey.
...
FAQ:
No, you can't make it look better. It's perfect.
No, there is no skip dialogue button because everything is duct taped together into a delicate pile of triggers that would explode otherwise.
No, the camera does not always follow the shark. Use your deductive skills to figure out where you are if you get lost.
No, there are no secrets/side quests/multiple endings/collectibles/a lot of things to destroy. Turns out making a totally-physics-based mech, and then hand crafting dialogue triggers takes time.
No, it wasn't made 100% from scratch during this jam, only 98.76%. I had messed around with some of the graphics assets for a day-or-so previously for a jam that didn't end up working out. Most of that was remade in any case due to physics, and all gameplay was made during the jam.
Thanks! I agree about the music. I originally picked it primarily for the intro, but it also fit the game when it was just about blasting your way through the level... And then I came up with the tiny story that kind of slowed things down, but I didn't have time to pick another track and handle fading and such.
Didn't try that yet, but it would've definitely helped since I had so many duplicates in the scene.
I wrote more details in the Twitter thread: https://twitter.com/dashrava/status/1252176601883774976
I was messing with a very complex scene just to see what Clayxels is capable of performance-wise, froze everything I had into meshes, which produced a 5GB scene file, which as it turns out is too large for Unity to actually reopen. The scene could not be opened at all, other scenes in the same project worked fine.
I was able to salvage the scene by manually removing the embedded meshes (in a text editor that supports files that massive) to reduce the file size enough for Unity to open it again.
The tool embedding meshes straight into the scene file is capable of bloating the file above Unity's file serialization size cap of 4GB:
Serialized file size of 4.78 GB (5132435161 bytes) exceeds maximum. [...]
Serialized files over 4.00 GB (4294967295 bytes) cannot be loaded by the player.
This is technically an inherent Unity issue, but since it can be accidentally caused by pressing buttons in the Clayxels interface, there could be safeguards of some kind in the tool.
1) Create tons of duplicates of an item, and freeze each of them into meshes until your scene file becomes 5GB.
2) Restart Unity (/ Reopen scene?)
3) Serialization error.