[SA Game Jam 2018] Cyber Works - 72Hour
SA Game Jam 2018
Cyber Works
Level of experience: Professional
72hr entry
Team size: 4

Youtube
Video
Download
https://jwho303.itch.io/sagamejam-cyberworks
How to Play:
Using different tools, drag and drop items out of their sockets.
Buy replacement parts and put everything back.
You need to get a 5 star rating to win.
Game Dev: jwho303
Art: artofmailowness
Music: palmdrive
Sound: Yan Sanchez
Cyber Works
Level of experience: Professional
72hr entry
Team size: 4

Youtube
Video
Download
https://jwho303.itch.io/sagamejam-cyberworks
How to Play:
Using different tools, drag and drop items out of their sockets.
Buy replacement parts and put everything back.
You need to get a 5 star rating to win.
Game Dev: jwho303
Art: artofmailowness
Music: palmdrive
Sound: Yan Sanchez


LOGO.png
2306 x 2861 - 6M
Comments
Not much of a game right now, but its in a place to get feedback so we can work on it for the last day of the jam.
You will definitely be able to actually fix things by tomorrow ;p
I think with the time remaining from this point, you can benefit a lot from making sure that you're tying the final ribbon around it. If you get the game to a complete state within the next couple of hours, it will be a good time to iron out some kinks (though this seems to be quite well scoped and clear so the polish shouldn't be like *vital*)
Might be a few mins after submission but within the grace period. Yay! thanks man. So happy with how its come out
Now we can finally sleep :')
The art is amazing, sounds are juicy. Overall experience is quite polished, nice visual feedback on the UI as well.
I thought it was weird that I could only handle/move the screws around the screen if I used the screwdriver.
And if I bought a new screw, and dropped it on the screen without using it immediately, it would be forever lost to an unusable state - Minor glitches and preferences.
I'm guessing a large chunk of your time was spent on the visuals. I would have liked more complexity in the tinkering system, but I understand that time was limited. The principle is really cool though. I would love to see iteration on the mechanic since it doesn't feel like it it has sunken its teeth into the theme just yet.
Most my dev time went it into a generic tool/component tinkering system that could handle any number of tools/component but could still remain quite generic and extendable, which I suppose isn't great for a game jam :P but moving forward id say I could keep most of the code. You are absolutely right at the moment its a very thin mechanic. We would love any feed back on taking it forward as we want to have it in playtopia. I'm thinking somewhere between Papers, please and VA-11 Hall-A.
One small request the canvas doesn't scale well as I was unable to see the two uppermost and lowermost icons on the right.
The starring system is an interesting addition. Would be cool if the client came in with a budget and you had to balance making a profit and impressing them. Then that rating gets added to an average overall rating which determines how many people you see every round. At least that's where I think you were going with it.
Serious potential! If you continue to expand on this it could be super addictive (0O0) I would pay for it ;]
Thats a pretty good idea there! so maybe instead of buying a new part you can repair it yourself, maybe in some sort of minigame? if you repair it successfully and within a good time you get a better rating or cash or something. Maybe you could also rip off customers, take a hit on the rating but save some cash and buy a new tool or something for a bigger job?
I played it a few times but found no way to swindle the customer :( although I did sell all her gear and then quit, so maybe that counts.
Wish you guys got around to adding dialog, the world here feels like it could be so cool.
The visuals were stunning - I can see how this could evolve into a much more dense game.
The music really sets the tone - nice job @ palmdrive !
I played the android version, and I encountered a bug in which I couldn't move the screws after moving them once. I had to restart to complete the game.
It's kind of strange how bright and colourful the art is, and how the music is fairly up-beat, when what you're doing is fiddling with someone on an operating table and (I assume) kind of figuring it out as you go along. :P It's an interesting effect to me, as it's so deliciously dark without pushing the tone overboard into something that would feel problematic or torturous.
I never really figured out what the difference was between the "Nuclear Waste" box and the "TV screen" was in terms of dragging things over them. I couldn't see why I'd want to dispose of something if I could sell it instead.
At 4k and 1920x1080 resolution the background image doesn't cover the whole screen, leaving large default-Unity gaps. I assume this was meant to be played portrait on mobile or something.
I wish this was longer, with more patients or more solutions. I also would've liked to see more valuable feedback left on other games. But this was great, and I'd love to play something like this again. Congrats!