Hello,
here's a small mecha themed incremental game inspired by Overcooked with some basic roguelike elements i've been working on.
The game is a bit rubbish: there are big problems with balancing and gameplay.
And then visually it's very basic (it's more of a prototype than anything else).
Please don't look at my code, it's too painful for the eyes: I made the mistake of poorly organizing my project at the start of development and it bothered me throughout.
You play as the operating of a mech.
You will receive “requests” from the pilot who will ask you to take over the management of all the vehicle’s peripherals (cooling system, battery, etc.).
Be quick; you have to complete the mission within a given time limit.
Also be careful to complete the requests on time; if you miss one, the mecha will be damaged.
The further you advance, the more difficult the missions will be.
Tutorial (image with indication in comments):
For each query, you are asked to assign a certain number of "units" to certain devices. There are 4 devices, each with a different symbol.
Requests can be made in any order.
On the requests interface, you are told which devices to provide in units.
You use the slider just above to fill the devices with the requested number of units. Once the values match those of one of the queries, you can click on the validate button. If the request is completed, you earn the number of points indicated on the right, and a new request will take the place of the old one. If you fail, you take damage to a random part of the mecha.
There are three types of requests: those at the top (the hardest, but they are the ones that earn the most points. They take a long time to disappear), those in the middle (less hard, but earn fewer points. They disappear faster), the one at the bottom (easy, earn few points and disappear even faster).
Next to the request reward display, there is a small arrow. If you have at least the same number of points as the request earned and you click on it, you will “improve” the request. This means that from now on, this type of request will earn more points (double), but will disappear more quickly.
When an exclamation mark appears next to a request, it indicates that the request will disappear soon: you should hurry.
When a request is missed or incorrectly completed, the mecha suffers 1 damage on a random part: this can be the head, torso or legs.
The condition of each part is indicated by a number. If either party is at 0 and takes damage again, then the game is over.
You can repair each part and assign additional hit points using the arrows next to the numbers. For each game, gaining a life costs 10 points by default. If you assign a life point to a part, the cost of an additional life will cost double the previous one.
For the glitch effect, I used Brian Vaughn's code, which you can find here
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A lot of times when you tap an arrow you go over what you were trying on accident and it's really annoying
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I'm very intrigued by this. The UI look gorgeous but I'm struggling to connect how the requests match up to the coins (points).
The request symbols have X number next to them...so I set the slider for that symbol to that number and then validate - but I don't get anything. My mech takes damage.
I never seem to get any points no matter what. I've tried adding up all the symbols and setting the number to that and still doesn't get me anything.
And then when the ! appears and that means hurry, hurry to do what? In your image example, the 2 point request is about to disappear...what do I need to hurry to do?
I think you got something here...I dig the concept and the look but it's still a bit abstract...or I'm missing something really obvious. I like that at its core this is a timed matching game of sorts and the theme really makes it look more than that.
This game isn't rubbish...it's close, very close. Just gotta make some tweaks to help folks connect the dots.
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OHHHHHHHHHHHHHHHHH...it just hit me after clicking around that the requests are a ROW that lines up with the coins. I did not recognize that those were related rows because of how the lines created boxes.
I would also think, shouldn't the "difficult" requests come with a quicker timer than the easy ones?
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Hello @morningtoast.
My bad, I forgot to specify it, but when a symbol does not appear in a request, this means that it must be set to '00' in the slider.
I tried to clear up some of the confusion between rewards and requests by adding separations to the UI.
Sorry for poorly explaining the principle of '!' : Basically, when an exclamation point appears next to a request, it means that half of the time allowed to complete it has passed. If the timer reaches 0, then we take damage on a random part of the mecha (and also, my bad, I forgot to call the damage function in this specific case).
Regarding the difficult requests, I hadn't thought about that. I'll try to find time to do some testing.
Thanks for playing my (crappy) game !
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Hello @0xFFFF967F !
Maybe I should reduce the size of the shipping box? I will try to resolve the problem as soon as possible.
For now, I've increased the size of the buttons and adjusted the scrolling speed a bit.
Sorry for that and thanks for playing.
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