A game about repairing cables FAST and getting electrocuted doing it.
Download recommended for performance
In the near future, humanity's unbridled hunger for bandwidth causes the global networks to overload. The internet has become a fragmented place and information no longer travels freely. Megacorporations have consolidated their grip on the remaining subnets, and there are few who remember what net neutrality was.
But when all hope seems lost, a hero rises to unite the internet once more. It's Cable Repair Man.
Arrow keys to move, 'A' to connect two nodes (if you are close enough to the nodes).
In each level, connect all nodes within 20 seconds while losing at most 2 lives.
What's the highest level you can reach, in the least time possible?"
Godot 3.2, Gimp, Aseprite, Ableton
Concept & Coding by DiningPhilosopher, Music & Sound by joselops, Graphics by Hapiel
I actually really enjoyed this! The concept is neat and it gets frantic in later levels. I also like that if you just spam the "A" button and connect everything, you make it hard for yourself to navigate without dying. Graphics and audio were both great as well.
Sometims the connections only showed up in certain spots, but the quicker I played the game the less I noticed it.
PS: the highscores seems to be ordered by lowest level instead of highest level
@mr_chocolatesalmon thanks! I experimented with 'auto-connect', without any need for pressing 'A', but the main problem with that was that you quickly lock yourself out of a solution ("Can't connect all").
The highscores were indeed ordered incorrectly (at first the score was the fastest time on a fixed number of levels, but I changed it later). Fixed it now!
@matote you entered your score (10) incorrectly or enclosed the wrong screenshot (7). I've suspended it for now (cannot change it myself) and will update the score submission text.
I love the rythmn of the game, very franzy. Difficulty is well adjusted, sometimes it can be a bit tricky to find a connection between two cables but otherwise the game is smooth.
It felt a bit frustrating too when a connection I just made instantly became electrified and killed me.
Nice game I liked it :)
Super solid game! Simple in concept, but very well executed.
The game design is very effective. Initially I thought I could just spam the A key, but this quickly backfires when a cable is created in a very roundabout way and ends up blocking other cables, or electrocuting you. This makes for interesting decisions where you do have to consider the network as a whole, and how to order things so you don't end up having to cross too many cables. Sometimes allowing yourself to be zapped to go back home is the best approach!
Execution is great too: snappy controls, readable graphics, and fair balancing. Not to mention all the graph algorithms that must be going on behind the scenes. It's a pretty twitchy game, but the game works with you rather than against you in various ways, most notably that the clusters get recoloured when you connect them.
Oh yeah, fitting music too! Not too much presence, and I think it's a pretty short loop but somehow it doesn't get repetitive. Love the robotic voices.
Great entry! Did you use A* pathfinding (or any method of pathfinding) to find the connections, because since it doesn't take into account future connections, it can easily cause no possible solution. Also, if you are using pathfinding, would it be better to use the path length instead of the distance between 2 nodes to decide if it is a valid connection? I ended up with a cable stretching over half the entire map - you can see it in my score submission. Anyways, great music, great graphics, great idea!
@AaronBacon Indeed I agree the solo nodes don't feel very satisfying. I messed around a lot with different ways to generate the levels but in the end did not get around to enforcing clusters of size >=2.
@AlexDavies Just a quick homebrew BFS! All the pathfinding stuff is quite inefficient but priorities were elsewhere :-P I'm not sure what you mean by easily causing no possible solution, the way it calculates whether there is still a solution is roughly like this:
maybe_full_set =  add random node and all other nodes in its subnet to maybe_full_set could_connect_something = true while could_connect_something: could_connect_something = false for try_node in maybe_full_set: if try_node can connect to node new_node not in maybe_full_set: add new_node and all nodes in its subnet to maybe_full_set could_connect_something = true break if all nodes are in maybe_full_set: return can still be solved else: return no solution possible
if try_node can connect to node new_node is evaluated by checking that the
new_node are close enough together for the player to connect them and that there is currently a path possible between them. So it's actually conservative in it's judgement of whether a level is possible because of not taking future paths into account; it may be that a path blocks a subsequent connection, but it never occurs that adding a connection makes new connections possible.
Of course there could still be an error in my reasoning or a bug in my code, but so far I didn't run into situations where I got "cannot connect all" but could still see a solution myself - reports are most welcome!
In the end the "could not connect" is quite superfluous since on the last day I changed the timer to a countdown instead of the initial increasing timer - the player will die quick enough through a timeout anyway if there are no solutions…
With regards to using distance instead of path length, I think it actually improves the game that long paths are possible, since this makes the 'spam A'-tactic inviable as @thomastc noted - you actually have to consider carefully which connections you make :-)
Good job on this game! Overall, it was a fun concept. I was expecting you to have to make a circular connection or loop of some sort, or maybe having more rules to the structure of the connection. The movement controls as well as the connection detection could have been tighter. The "Ready, Set, Cable!" sound effect was very charming.
Excellent concept and rock solid execution! The audio-visuals also fit well.
Of course, design tweaks can always be made so here are a few ideas:
Lastly, while the one-button-automatic-proximity-build-system is novel and rather neat, it does suffer from impreciseness, especially under pressure which is all the time in this case. Slowing the pace down (more time per level) and using another kind of connection system (some sort of mouse control) would mitigate issues such as filling all connections due to panic spamming when the time is running out.
Nonetheless, as the ratings claim, this is great stuff!
Overall: Great (8.0)
Graphics: Good (7.0)
Audio: Great (8.0)
Gameplay: Good (7.0)
Originality: Amazing (9.0)
Theme: Great (8.0)