Camp Keepalive (demo)

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klembot
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Camp Keepalive (demo)

Post by klembot »

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We just put out a demo of Camp Keepalive, a turn-based strategy game themed around 80's horror movies. The goal is to shepherd hapless campers to the safety of their cabin before a variety of monsters eat them. You control a team of counselors, each with a special power.

Right now, we have Windows and Mac builds at http://twofoldsecret.com/campkeepalive

Obviously Linux would be easy enough to offer, but I don't have a box to test on so I feel a little bad just casting a .love into the wild. Anyway, would love constructive feedback! The main thing we've been focusing on is making the UI as obvious and helpful as possible.
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josefnpat
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Re: Camp Keepalive (demo)

Post by josefnpat »

This is a really great game! Very well polished.

It's like a turn based version of lemmings - with monsters.

I would like to mention that I tested this on linux, and it ran wonderfully(*); please seriously consider distributing the .love on your website!

Things that were great;
  1. The graphics. Since this game is supposed to be based in the 1980s, perhaps an idea would be to use an NES color palette.
  2. The menus. Clear and to the point.
  3. The click to continue screen - colorful and interesting.
  4. The tooltips - Concise and helpful.
  5. The tutorial - short and to the point.
  6. The music - I'm loving it, and it loops really well. Perhaps consider having different music for different scenarios.
Things that could use improvement;
  1. The click to continue screen has a signpost that says "Camp Keep Away". It's hard to read, consider increasing the contrast.
  2. The winning conditions. For the tutorial, the point of the game is to save two children, but during the Keep Alive Mode, I had no idea how many campers I was supposed to save. Perhaps some sort of percent bar at the top, a percentage in the upper hand corner, or a fraction (e.g. <CAMPER ICON> x 0/2 )
  3. The minimap - The color palette here doesn't seem to match the rest of the game.
  4. Credits / Quit screen - Either they should both overlay, or they should both have a full black background. The difference bothered me. Also, the quit screen content isn't vertically centered.
  5. I'm not a big fan of games that start out full screen, but they ought to offer at least a windowed mode. I think this would be an easy and nice feature to have.
  6. Consider having a vsync flag. I noticed the mouse rather laggy when I ran the game.
  7. The tutorial is very wordy. Today, I had a good attention span, but you ought to cut out anything that isn't necessary. For example;

    Welcome to Camp Keepalive!\n\nThis is one of our many cabins, which our counselors and campers call home. Though it may be rotting, dank, and mosquito-infested, it's surprisingly secure. So long as anyone is in the cabin, they'll be completely safe from any... unfortunateness.

    could be changed to;

    Welcome to Camp Keepalive!\n\nThis is the counselors cabins. It may be rotting, dank, and mosquito-infested, but it is safe from any... unfortunateness.
Bugs;
  1. The volume control doesn't actually max out.
  2. The quit information isn't properly centered.
(*) Please don't obfusicate your code unless you're willing to have a support infrastructure.

My OS has troubles with fullscreen mode, and after running the game about 6-7 times, my X11 crashed.

http://josefnpat.tumblr.com/post/429891 ... ost-on-the

So, I do what any lover would do and I opened up the lua to fix it, only to have found it squished.

Luckily for me, you didn't mask the setMode command, so I was able to remove the following lines which allowed me to play this game windowed;

101:œ.š.setMode(n.—,n.˜,“)e.ò=“
107:œ.š.setMode(e.—,e.˜,‡)œ.š.setScissor(0,0,e.—,e.˜)e.ò=‡

I understand you are looking to protect your intellectual property, but obfuscating your product means there's a lot more overhead you have to deal with. For example, instead of me being able to just supply a patch fix (for you, or other people with the same issue) for this problem, I would have to ask you to do it, and then wait however long it takes for you to get to the ticket. Repeat with several hundred issues like this, and you have to spend your time fixing bugs for simple outlier cases like mine, instead of making fun games.
Missing Sentinel Software | Twitter

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<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
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klembot
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Re: Camp Keepalive (demo)

Post by klembot »

Thanks, that is really thoughtful feedback. Keepalive mode is basically a survival mode -- the goal is just to save as many campers as you can before 5 campers or all of your counselors die, and as such is undirected. We'll probably add a real high score table in the final release.

I'm sort of surprised -- you think turning off vsync would improve responsiveness? This is not my area of expertise at all.

That really sucks about the fullscreen crashes. Does that happen with other LOVE stuff or is it particular to Keepalive? In any case, you can hit F12 to toggle fullscreen, and it should remember this between plays. This little tidbit was supposed to make it into the readme but didn't... my mistake on this one.

In an ideal world I'd love to put out a release without squishing it. But the goal is to eventually do a commercial release (i.e. on Desura etc), so I worry about someone grabbing our code, doing a quick port to Corona or Moai, and throwing something up on an app store. Game dev is sadly not our fulltime job, so it wouldn't be hard to beat us to market.

I know slime didn't obfuscate the Snayke demo... and obviously if someone did steal our stuff, we could break out lawyers (though that would be time consuming, expensive, and overall annoying)... so maybe I'm being overly paranoid. I don't know. The jury is still out in my mind and the points you raise are good ones.

On sort of a related note, moddability is something I want to build into the final release. Being able to script out your own levels would be easy enough, and I have kind of mini-API set up already.
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josefnpat
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Re: Camp Keepalive (demo)

Post by josefnpat »

klembot wrote:I'm sort of surprised -- you think turning off vsync would improve responsiveness? This is not my area of expertise at all.
It's on a machine basis. Some folks have slow machines, some folks run prop. drivers on linux (like myself) and some people don't have a problem at all. That's why I suggested a toggle.
klembot wrote:That really sucks about the fullscreen crashes. Does that happen with other LOVE stuff or is it particular to Keepalive? In any case, you can hit F12 to toggle fullscreen, and it should remember this between plays. This little tidbit was supposed to make it into the readme but didn't... my mistake on this one.
Ahhh! F12, nice. Does it save to a settings file of some sort? The crashes are due to any program that runs full screen, LOVE just happens to be one that fullscreens and changes resolution (which is usually the primary cause of my lockup). As I said, a very edge case.
klembot wrote:In an ideal world I'd love to put out a release without squishing it. But the goal is to eventually do a commercial release (i.e. on Desura etc), so I worry about someone grabbing our code, doing a quick port to Corona or Moai, and throwing something up on an app store. Game dev is sadly not our fulltime job, so it wouldn't be hard to beat us to market.
And I can understand your concern, but I'm hoping that slime while chime in here about why he released his game without any obfuscation. In a little bit of research, I did find this SE thread that you ought to take a look at. So short of registering the trademark and going the full mile,
Possibly the best way to protect your work from being copied is to make it so unique that nobody could copy it without it being very clear that they have based the work on your own. This maxim applies to all forms of legal protection and also as a general discouragement to others.
I will continue to look for more information on the subject, but I have to run right now!
Missing Sentinel Software | Twitter

FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
Germanunkol
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Re: Camp Keepalive (demo)

Post by Germanunkol »

Hi,

Got the mac version to run on linux as well (just double-clicked the .love)

No errors here, it all ran fine!
At the beginning, when it said to click in the main menu, I clicked and it registered it as a button-click so it took me straight into the game.
Other than that, looks very polished - well done!
I like the texts and comments... (Was it something like "Lisa has roasted her last marshmallow"?) :P
Fun game!
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Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
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scutheotaku
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Re: Camp Keepalive (demo)

Post by scutheotaku »

Very fun game! I really enjoyed it!

Something I really like about the game: it's a great "pick-up-and-play" strategy/tactics game. There's enough strategy to keep me interested, but it's simple enough where I (or a more casual player) can just play a quick game or two.

One note - I found the font to be a little hard to read, particularly in the message boxes during the tutorial. I'm not sure what it was about the font, but it just wasn't pleasant to read. Since your dialogue and writing is good and funny, I think it'd be great if you could polish the font a little.
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Re: Camp Keepalive (demo)

Post by jonyzz »

I've played it for an hour and it was quite fun :) , though the game can be sometimes really unfair. For example, I moved my counselor to the woods and placed trap, which was then activated by a monster. But before I got a new turn for that counselor, 2 plaethermasks were spawned directly next to him. No way he could've survived.

I've experienced some bugs. Sometimes was not possible to place a trap, although the button was enabled and I had free action points. The game also occasionally froze during gameplay (I'm using Linux, LOVE 0.8 + LuaJIT).

The graphics and music are great ... keep working on it ^^.
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Re: Camp Keepalive (demo)

Post by Germanunkol »

Congrats for getting onto Rock,Paper,Shotgun!
http://www.rockpapershotgun.com/2013/02 ... keepalive/
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
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