Cold Calling - Global Game Jam 2018 Entry

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DePaul University DeFRAG's GGJ 2018 Judges' Choice and Audience Choice.

DOWNLOAD SITE: https://globalgamejam.org/2018/games/cold-calling

Prompt: "Transmission"

It's 196X. The Cold War is an ongoing threat that could potentially throw the whole world into jeopardy. Relations between nations must be kept in order to secure peace. That's where you come in.

You are tasked with monitoring and connecting calls between the Americans and the Russians. Connect the wires from the left side of the screen to the right to successfully link the calls.

Tensions are high, the world is at stake, but we’re sure you’ll manage everything just fine. Just don’t worry about the Doomsday clock, and have fun with it!

Thom Cote -- Programming
Austin Frick -- Art
Cole Funck -- Art
Brett Prank -- Wave Design / Sound Design

INSTRUCTIONS:

~ CALLS ~
- Calls will be placed as the game progresses. The three panels at the top of the screen show the (up to) 3 calls that are currently active. Each panel shows a) the caller on the left; b) the recipient on the right; and c) colored icons for any substations the call must pass through on its way from caller to recipient.

~ CALL DOTS ~
- A Call Dot for each call will appear on the left of the switchboard, originating from the given caller. You must guide that dot to the correct recipient on the right using the five wires you are given.
- Any required colors will appear as icons around a moving Call Dot as well.

~ COLOR ICONS ~
- The Red, Blue, Green, and White icons correspond to the bridges on the switchboard. When a Call Dot passes over a colored bridge, that color will be removed from the dot.
- If a Call Dot passes over a bridge of a color it does not have, nothing happens.
- Yellow bridges are neutral and serve merely to connect two plugs on the switchboard.
- Every dot must reach its recipient with NO Red, Green, Blue, or White icons left -- a clean signal!
- Additionally, Call Dots with the Cyan or Magenta icons require that the corresponding button/switch on the console be enabled the moment the call hits the recipient's photograph.
- However, the Magenta button and Cyan switch affect ALL Dots on the board, and a Dot without a Cyan or Magenta icon reaching its recipient while the button/switch is enabled results in a failure!
- Dots affected by the Magenta or Cyan buttons will exhibit a glowing aura to indicate their status.

~ WIRES ~
- Wires are your main source of control in Cold Calling. Click and drag the end of a wire to move it around the board and attach it to a plug in the switchboard.
- Only one wire may be attached to a given plug at one time.
- Call Dots will follow wires that are connected at both ends to plugs somewhere on the board.
- Call Dots will be destroyed if they enter a wire that is not connected at the other end!
- Call Dots will be destroyed if either end of a wire is removed while the Dot is traveling along it.

~ THE DOOMSDAY CLOCK ~
- When the game begins, the Doomsday Clock is set at 3 minutes till midnight.
- If a Call Dot is destroyed, reaches the wrong recipient, reaches the end without its colors removed, or reaches the end without any required Cyan or Magenta modifier applied, the call fails and the Doomsday Clock ticks one minute forward.
- If the Doomsday Clock reaches midnight, the game is lost.
- Survive the busy series of calls without hitting midnight and peace prevails (for the moment...)

~ HINTS ~
- The red button in the lower left-hand corner speeds up Call Dots currently on the board. Use this if you're waiting on a dot to reach its destination.
- Two Dots can pass each other in opposite directions. This can be useful in some cases.
- It's possible to trap a Dot in a loop in case you need time to think.
- This game is all about multitasking and keeping track of multiple Dots at once. Think quickly and carefully!







Tags:
ggj
game jam
2018
game
cold war
video game
dr strangelove