Ernie The Engineer
A downloadable game for Windows and macOS
How fast can you prevent fallout?
Plot
Ernie: The Engineer is a speedrunning procedurally generated puzzle game where you play as Ernie, an engineer who works at a Nuclear Power Plant that is on the verge of a meltdown. You will attempt to prevent disaster by attempting to repair various parts of the plant that are breaking down.
Mechanics
As ernie, you will attempt to repair various modules throughout a room within a specified time limit. Each module will have different tasks and mini games to complete. Once all the modules in a room have been repaired, a new procedurally generated room will be generated for ernie. The rooms and modules will get progressively harder, and your goal is to repair as many rooms as possible before the factory explodes.
(current) How to play
- move Ernie with WASD/arrows
- interact with modules by pressing (e), close modules with (e) as well
- repair a module by pressing the button with the needle is in the green area
- once all modules have been repaired, ernie will be moved into a new room with a shorter time limit and more modules
Known Issues/Incomplete mechanics
mini-game modules have not been programmed yet, opening a module just displays un-interactable gauges on the screen.All modules in a room can be repaired by standing at one module at repeatedly pressing (e). (credit to bbleck for finding this)- Sometimes Ernie or the camera will continue to move once the game is over?
- **Currently unable to reproduce this issue
Future Additions/changes
revamp art style in room- Add more art to make the game more visually interesting
- refine room generation, i.e. adjusting time limits and number of modules
highlight and lights on modules to know which is being selected and which have been repairedmore modules- give Ernie abilities and equipment
- Fine tune audio/music
Playtest Questions
- How does the pacing of the game feel, is it too fast or too slow?
- In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
- Do you like the current module?
- Would you like to see Ernie have abilities/upgrades and if so what would you like to see?
- Game breaking glitches/bugs?
- General QoL improvements
Development Info
Created by Team 1:Marcus and the Boys for Game 1, UNM CS491-Advanced Game Development Spring 2021 in Unity 2019.4.x 2020.3.x
- Bryan Carillo: Artist
- Clarissa Garcia: Developer
- Gage Gonzales: Game Design
- Nicholas Livingstone: Lead Developer, Producer
- Alex Tenorio: Developer
Status | Released |
Platforms | Windows, macOS |
Authors | nlivingstone, cgarcia528, apaperairplane, Oironet, MrRoboto99 |
Genre | Puzzle, Strategy |
Tags | Speedrun |
Install instructions
Windows
Download the zip folder. Then launch the Ernie The Engineer program from within the folder.
Mac
Download zip and launch the application.
Comments
Log in with itch.io to leave a comment.
How does the pacing of the game feel, is it too fast or too slow? Feels good. I like how it flows.
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing? Adding new modules for sure, making it seems hectic, but in a different way.
Do you like the current module? I do indeed, it gets boring after doing 10 times though.
Would you like to see Ernie have abilities/upgrades and if so what would you like to see? I would kind of like to see a type of Warioware minigame type of console where it takes around 10 or more seconds to complete.
Game breaking glitches/bugs? Nothing that I can see.
General QoL improvements, More modules for sure, specially kind of like a mini game.
- It feels fine.
- It would be more interesting if you introduce more types of modules, possibly even modules that unlock other types of modules. For instance, you may repair a leak in the pipes that would then allow water to flow to a turbine and that could be a different type of repairment.
- Yes it works well and the level of difficulty can be adjusted.
- He could have items to use to interact with the environment.
- none
I think a lot of what I said got covered in the discord call, but I thought the pacing was nice, I thought that there could be some punishment for messing up on a module. I think there are many ways to deal with the fact you can do that certain module not in the traditional order and I am curious to see which path you choose. I still think a cool upgrade would be an ability to freeze time just for a bit maybe after clear so many modules you get some sort of reactor cooler you can use and it stops the countdown. I think when the reactor gets near exploding screen shaking could be very helpful to add stress.
-Jarek Yatsco
How does the pacing of the game feel, is it too fast or too slow?
I think the pacing is perfect at this point for the module you have. It was fast enough to pressure me but not too fast that I was failing at the like second room.
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
As others have said, you can spam click the bottom hardest module to complete it. I think if you went from slowest to fastest that would really improve difficulty and hectic-ness of the game. You could also add some blocking props that the player has to navigate around.
Do you like the current module?
Yes. Apart from the improvement listed above I think it works great.
Would you like to see Ernie have abilities/upgrades and if so what would you like to see?
I think a time or module slowing upgrade would work really great. Maybe a one-time/once-per-room module auto-fix could also be fun
Game breaking glitches/bugs?
The module bug was the only one I ran into.
Pacing:
I think the pacing is fine for this game, but it would really depend on the difficulty of the modules you add in future versions.
Challenge:
I think adding in obstacles, or a specific order that modules need to be completed in could help with this, and introduce a new strategic aspect. If some modules (but not all) require other modules to be completed first, then the strategy becomes determining the most efficient way to move around the map with the given obstacles and module requirements.
Module:
The current module is fine, if a little difficult at the higher speeds.
Upgrades:
Some of his upgrades could make certain modules easier (slowing down the current module, for example) or allow Ernie to skip certain modules altogether.
Bugs:
I didn't find any.
General Improvements:
The high inertia in the movement gives the feeling of a lack of control. This could be intentional, but I think for a game that isn't about precise movement between platforms, the movement could be a little tighter. It feels like the ground is very slippery underneath Ernie. Alternatively, there could be an upgrade that improves deceleration.
Pacing:
I feel like the game's pacing is alright, especially with how quickly Ernie moves about the map, though it does get a bit stale after some time just repairing the same thing. Plus, some of the modules went way too fast for me to keep up with, which slowed down my pace much more than it helped me speed up. It seems to be what you're going for, but make things too fast and you'll lose your players.
How to improve challenge?
I think simply adding in different modules/things for your player to do would definitely make it much, much harder. Also, there is a lack of walls within the walkable area, which makes it super easy for the player to finish one module and bolt to another. Adding in walls will make that not an option, slowing down your player naturally and force them to strategize more than now, which is just walk up, complete module, walk to the next. That gameplay's gets really stale really fast.
Do I like the current module?
Yes. It is easy to understand, fluidly implemented, and quite a challenge to fix sometimes. Well done. I just would like to see different modules for players to fix.
Abilities/Upgrades for Ernie?
Well, no actually. I am sure others answered yes, but I don't think they're necessary for two reasons. One, it would break the pace of your game. I assume the way you would implement upgrades is through a menu, but going in and out of a menu gets tedious and slows down the playthrough, sometimes quite dramatically. I feel like it would be like adding lore cards to Doom. They're nice and give players more things to interact with in the game, but they slow down the pace pretty badly. However, and this goes into how you might improve the challenge, you might add parts to a level Ernie must collect before handling a particular module. Like a wrench for the current module with leaking water. Of course, that would force the room to spawn a tool with the particular module, but I don't think that would take away from the random feel too much.
Bugs and Glitches
N/A. I didn't find any.
QoL Improvements?
Also N/A. Ernie was responsive when I pressed the button to move him, I liked the pace he moved at, and other than maybe turning the difficulty dial on some of the modules down, the game felt pretty good to play.
Liked what you guys have so far!
Eric Hillmeyer
ERNIE VERSION 2
I think the pacing is well done. It was very tense, though I imagine that more complicated repair tasks would be much harder to complete when every room is 30 seconds
I'd suggest that each room have walls around to make navigation much more important so that the player must not waste time picking dead ends or walking inefficiently
Yes this timing module is challenging when it's fast but doable.
I'd like to see upgrades for movement speed, maybe something that would help in completing tasks
You can still move and complete levels after game over. No others that I saw
I'd like more modules to keep the game fresh. I think the red when time is almost out is very helpful and informative.
That Gauge Task is pretty awesome. Whoever made that must be pretty cool.
How does the pacing of the game feel, is it too fast or too slow?
-> The pacing was very nice, very stress inducing and makes the fast-paced feel of the game and the rush to fix everything in time very nice ^^
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing? -
> The levels at the moment are quite barren, as there are no obstacles in any of the room to hinder your way. More obstacles would be a good start, and then maybe some different fixing mini-games?
Do you like the current module?
-> yes, very satisfying click at the right time that feels very in line with this sort of game
Would you like to see Ernie have abilities/upgrades and if so what would you like to see?
-> Yes, maybe an autofix ability you can pick up in level? That'll save you playing one of the minigames and get to the goal faster
Game breaking glitches/bugs?
-> None that I noticed! Another good installment of the game, a little more well put together is a bit less full in terms of props and such. Good job!
The game felt too fast. I could only get to about the 3rd or 4th level before I ran out of time, and I was making a beeline to the modules.
I agree that adding time when you repair a module would be great, so you're not locked in to a specific time frame for everything.
The room could be more maze-like so you have to plan your route a bit more carefully. Along with that, you could have certain obstacles that would slow Ernie down, like wet flooring or maybe you get an electric shock.
It would be nice to have some sort of time-slowing ability or difficulty adjustment as the game gets more fast-paced
How does the pacing of the game feel, is it too fast or too slow?
I think the pacing was a little bit too fast, I was running into objects too much and the game just ended too quickly.
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
If you repair and make a mistake, you could loose time or make fog appear and have the repairing sprites visible, but the player has to navigate an obstacle.
Would you like to see Ernie have abilities/upgrades and if so what would you like to see?
It would be nice to see that if you complete a repair in a specific time frame, you can either slow down time, or add time to the timer.
Game breaking glitches/bugs?
I only saw that I can repair from anywhere in the area if I hit "e."
- Alejandro Sandoval
How does the pacing of the game feel, is it too fast or too slow?
In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?
Would you like to see Ernie have abilities/upgrades and if so what would you like to see?
Game breaking glitches/bugs?
General QoL improvements
I think that the pacing of the game is a bit too fast it quickly got to a point where there were so many repairs I ran out of time.
Obsticals like wet flooring or maybe smoke(radiation) that can reverse the controls
An ability to cool the reactor that slows the timer or a way to speed up the reactor, but if the area is completed you get more time back in the next room.
Even when the timer runs out if there are modules next to me I can keep playing and even go into a new room.
-Jarek
Thank you and good job, Brian