entities' repose
entities' repose is a traffic management game where you are tasked with guiding spirits through the rivers of the underworld. you will need to build the way for them, but soon you will find that there are too many entities! i got to 2438, comment bellow how many ghosts you managed to save (^-^)
controls:
- left mouse / e to build a river on an empty space
- left mouse / e to delete already placed rivers
- esc to go back to the menu
(they are remappable on the settings menu)
known issues:
- sometimes when creating and deleting paths entities can get a bit confused. this can be solved by deleting and adding the paths they are in. sorry!
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submission for the bevy jam #4
this is my second tiny game using bevy and I am even more in love with it now than the first time. i had an awesome time working on it, and despite being away for half of the jam and not being able to do everything, i am really happy with at least having finished something.
source code at: https://github.com/eerii/charon
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using
- bevy game engine v0.12 (MIT, Apache 2.0)
- bevy_asset_loader and bevy_embedded_assets for assets (MIT, Apache 2.0)
- bevy_kira_audio for audio (MIT, Apache 2.0)
- bevy_ecs_tilemap (0.12 branch) for the tile system (MIT, Apache 2.0)
- bevy_persistent for saving options and scores (MIT, Apache 2.0)
- iyes_progress for the loading screen count (MIT, Apache 2.0)
- my project template with ci (MIT, Apache 2.0)
- aseprite and procreate for drawing
- audacity to create music (an attempt was made, sorry for your ears)
i made most of the assets and cover art. the two exceptions are the background (from kenney, CC0) and one of the voice tracks of the music (from szegvari, CC0)
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made with love by your fellow enby, eri <3
Status | In development |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.6 out of 5 stars (15 total ratings) |
Author | eri π |
Genre | Simulation, Puzzle |
Made with | Bevy Engine |
Tags | bevy, Casual, flash, High Score, river, roads, traffic, underworld |
Code license | MIT License |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Configurable controls |
Links | Source code |
Comments
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this game is piace of art
This comment made my day. Thank you so much for playing and I am so glad you enjoyed it! <3
High score is currently 3557! This game is way too addicting.
Wow thatβs awesome! I am so glad you like it :D
High score is currently 2576!! I have been really enjoying this game a lot lately.
I am so glad you are enjoying it!
My latest high score is 4441! Thx you for making this game :)
my highscore is 3624!!
update 1: 3746!!
update 2: 4085!!
Wow thatβs so high! Thank you for sharing :D
I see on the cover 3 types different entities types? What others were supposed to be?
Almost no one tries to go to the top left corner
I hate such situations. They just ignore the second exit if they "decided" that they wait for first
No one goes right... Why?
Definitely want to see updates. One not obvious thing that ghosts (they don't have physical body and can go through walls) can't go through another spawner
Fun. It would be nice to see which exit the ghosts are pathing to.
Thanks for playing and for the feedback! :D
This is pretty nice. I got 2780 after a few attempts.
I liked the interpretation of the theme, and the ghost movement.
I wished there was an audio and/or visual cue when new entrances/exits were added.
Wow I think thatβs a new high score! My friend got to 2671 and I got to 2431, well done! And yeah sound effects were next on the todo list, adding one when entrances are added is a very good idea, thanks!
oh cool, reminds me of mini metro
Thanks! It was definitely an inspiration, I like it a lot ^^
This is very fun! :D Had a little bug with the AI deciding to stop on a road at random but honestly, they tend to figure it out. The solution that mentions showing blocked exits is a shout!
Thank you! Yeah I thought I fixed it but sometimes they still get confused when deleting paths. As a workaround deleting and adding them back in should make them think again, but adding some feedback regarding which paths are full would be really nice.
Very fun game, but also quite frustrating. The AI gets stuck for apparently no reason whatsoever (not an issue of road throughput nor exit throughput, they just decide to stand around for no reason and pile up).
It would be nice to see the actual reason the ghosts are stuck, for example the exit showing itβs overloaded or whatever the reason is. Itβs a bit annoying when the ghosts stand right next to the exit and block everything.
But I like the soundtrack and overall the polish is lovely.
Thank you so much for playing! Yeah, I though I fixed that but apparently not so. This can happen when creating or deleting roads so they try to go to another end. A workaround is to delete and add the paths they are in. Apart from fixing the actual bug, the suggestion to show that the exit is overloaded is a very good one, thanks!