SMoC: Self-Modifying Claymore

Created in 14 days for Pirate Software Game Jam 16. Theme: You are the weapon


Bug note: Currently there is a bug where duplicators needs to take the RIGHT input last in order to properly generate output. Sorry for the inconvenience



Draw wire! Put item! Connect! A game about creating circuits



Team

  • Kelvin - Design, Programmer, Art



Synopsis

You are that ancient technology-infused sword that every adventurer talks about, the sword that will answer to one's need and grow together! You are waiting patiently for your new owner when a lone knight stumbled upon you one day, and takes you on his grand adventure! How will you serve your new master and become the strongest sword ever forged?



Gameplay

Endless circuit-building puzzle game where you build and rebuild the circuit board in order to fulfill changing requirements. Let's see how long can you help your new user survive!



Theme interpretation

  • "You are the weapon" as literally you are the weapon


Controls

  • [Mouse Button 1] to add wire
  • [Mouse Button 2] to remove wire
  • [Mouse Button 1] to drag and drop pieces
  • [Mouse Button 1] to unlock new tiles
  • [Mouse Button wheel] to control camera

Known issue: Scroll wheel presses in embedded mode with scroll the window. This doesn't happen in full screen mode.


Trivia

SMoC in computer science stands for Self-Modifying Code, which is code that would intentionally change itself during runtime. It's sometimes flagged to be malicious programs or exploits.



Updated 7 days ago
Published 12 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorKelvinHM
GenrePuzzle
Made withUnity
Tags2D, engineering, Pixel Art, programming, Roguelite, Sci-fi, techno, Unity

Download

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Click download now to get access to the following files:

SMocBuild.zip 28 MB
Game Design Document
External

Comments

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(1 edit)

I absolutely love the logo and the sword's design. They both look very iconic! The art for the game is really well done, with special emphasis on the UI work. The UI design, the font chosen. It's just so well put together, consistent, and it compliments the aesthetics of the game perfectly! 

I also really love the animations you get when you confirm your layout. The music is perfect, being enjoyable whilst allowing you to think, and the sound effects are very satisfying. A standout for me was the victory SFX. That one felt especially satisfying!

It took a bit for me to understand how everything works, though the timer being paused when you're looking at the objective or the information guide is a godsend. Whilst I could've had the power go over the minimum amount required, I tried to match the numbers exactly as they appeared, which made the game a bit tougher. Because of the way I played, I ended up using things like supressors. 

It did get to a point where I didn't have to worry about energy costs, since I was able to accumulate a lot of them. I also ended up not using any of the connectors. I did have to start worrying more about the layout and space though, since the amount of Defense nodes required started to get higher.

A suggestion I have is to have some sort of training mode where the player can just experiment with the different components and the board without having a time limit or an objective. It'd be purely for experimentation and learning purposes!

I'm very impressed at the complexity and depth of this game. There's a lot to it and I can see many interesting challenges that can be possible with this. I made it to day 21 and had to expand the board to the maximum capacity. I enjoyed wiping some of the dust off of my brain with this. This is an awesome game!

Quite ambitious in concept, but well executed!  Agree with others feedback, revealing elements one at a time in a tutorial/campaign with predetermined requests would be a nice introduction.  Might be nice to change the request system into something more dynamic, where I see my hero fighting in real time and can pivot my circuit based on what they are fighting, but obviously that will increase complexity quite a bit.  Then I can be trying to make a board that is flexible and easy to change within a few clicks vs having to do very dramatic pivots between each level.

Great job, very impressive considering the time constraints

Thank you for playing! Yes tutorial would be very beneficial and missing that is really a big opportunity. As for the fighting system, real time battle of some sort of a more complex battle was indeed the original plan but was cut due to time constraint. Getting in that would be a very nice touch and would be more fun. Thank you for pointing out that and confirms our original vision!

This game can go places, a little bit difficult to begin since you dont know what to do with each thing, but with a good tutorial intruducing things one by one this game would be great

Yeh, tutorial is one of the most requested feature and I really need to add that. Thank you for playing!

neat idea, a little difficult to pick up, but i like it

Thanks! Glad you like it!

this is so good! its so polished! the sfx is on point , and the gameplay is a lot of fun! the fact that you busted this out in 2 weeks is amazing! great job!

Thank you! Glad to hear that! I hope you are having a great time too!