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Shipwrecked's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #211 | 3.704 | 3.704 |
Gameplay | #249 | 3.222 | 3.222 |
Overall | #386 | 3.173 | 3.173 |
Presentation | #618 | 2.593 | 2.593 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I like the fact that a lot of it happens in your imagination
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Comments
I have played this game longer than probably any other non-puzzle game jam game. I like the game loop a lot, the crafting mysteries combined with the survival combined with the card game elements and the tick-based stuff has a lot of mechanic interplay and you did a good job (with caveats) balancing it. I think the big gameplay eureka moment for me was to not immediately collect some timed stuff. It's genuinely a lot of fun without being a boring crafting game, and where the stakes and progression feel pretty good. The story definitely has enough hooks where you want to see the end, and oh lord did I try.
I don't mind the card art, I think it works fine and you portray things pretty well on them. I think you would only need minor adjustments to the UI color theme to really sell it a bit better.
I encountered a few game breaking bugs. Playthrough 1 I tried to craft a second axe, and it broke the hunger timer and removed all my locations. Playthrough 2, (and I might just be bad at code review), I got all three titles (I'm pretty sure I just needed one) but was unable to pass the altar check, it just gave me the prompt that awards you food, even when any title is placed in any slot.
There were a few other gameplay oddities/cheese. One is that you can stall the timer of any card by placing it in your activity slot. Allowing you to juggle a timed card indefinitely. Items temporarily disappear from your activity slot when you collect from your bank and re-appear when you click something (I think someone mentioned this earlier). You can put almost any item in a second location spot (e.g. beach/forest) and deploy the mission successfully, even though most items don't affect the mission.
And then my personal list of grievances which you can ignore if you feel like lol. I don't mind the front of the game being as unforgiving as it is but it can telegraph that the game might be wayy more timing intensive than it is. I know earlier in my playthrough I didn't enjoy being time-locked by 'madness' whilst testing things against the altar. When rolling for endings with your signal fire, the 'empty sea' roll is a complete troll lol.
anyways great release, I enjoyed it a lot, clearly ( I will probably at some point go and get the second end).
Thanks for thorough comment!
The bugs are irritating, since I can't fix them during the voting process. I would really like to fix them though!
> Playthrough 1 I tried to craft a second axe, and it broke the hunger timer and removed all my locations.
How... did you... even do that? Did you put all locations into the crafting menu? What do you mean by "broke the hunger timer"? Did it just stop? Did it disappear?
> Playthrough 2, (and I might just be bad at code review), I got all three titles (I'm pretty sure I just needed one) but was unable to pass the altar check, it just gave me the prompt that awards you food, even when any title is placed in any slot.
You're right, you only need one title. Kudos on discovering all three! Unfortunately, the occult stuff was done as last, so it is a bit lacking in my opinion. As for the altar check, that is a known bug. You have to do it in a certain item order, or i won't work. I already fixed that bug - the fixed version is in the github link in the game.
> I don't mind the card art, I think it works fine and you portray things pretty well on them. I think you would only need minor adjustments to the UI color theme to really sell it a bit better.
Thanks! I think I am probably the only person who used vector art. I am not the best at designing UIs, it is harder than it looks.
> There were a few other gameplay oddities/cheese. One is that you can stall the timer of any card by placing it in your activity slot. Allowing you to juggle a timed card indefinitely. Items temporarily disappear from your activity slot when you collect from your bank and re-appear when you click something (I think someone mentioned this earlier). You can put almost any item in a second location spot (e.g. beach/forest) and deploy the mission successfully, even though most items don't affect the mission.
I am aware of the cheese. But on the other hand, the game is challenging enough. I should make the cards pop out from the crafting menu when it is invisible.
> And then my personal list of grievances which you can ignore if you feel like lol. I don't mind the front of the game being as unforgiving as it is but it can telegraph that the game might be wayy more timing intensive than it is. I know earlier in my playthrough I didn't enjoy being time-locked by 'madness' whilst testing things against the altar. When rolling for endings with your signal fire, the 'empty sea' roll is a complete troll lol.
I think the game becomes a bit less frustrating when you know how it works under the hood. The randomness is tamed a little bit - the items are being drawn from the deck, which guarantees that all the aoutcomes will eventually happen. I probably should include a ritual for summoning a ship though.
As for the madness - there is a herb that can cure it.
> anyways great release, I enjoyed it a lot, clearly ( I will probably at some point go and get the second end).
Thanks! When you do so, try the version in the github link.
How... did you... even do that? Did you put all locations into the crafting menu? What do you mean by "broke the hunger timer"? Did it just stop? Did it disappear?
oh the hunger timer hung at 0.1 seconds, and now that I try to remember, I possibly had some missions out but couldn't collect them anymore. I just know for sure it happened when I crafted a second axe.Thanks! I think I am probably the only person who used vector art. I am not the best at designing UIs, it is harder than it looks.
Ah thats probably why I like it, I used to be so into vector art and vector desktop backgrounds in my youth lolI think the game becomes a bit less frustrating when you know how it works under the hood. The randomness is tamed a little bit - the items are being drawn from the deck, which guarantees that all the aoutcomes will eventually happen. I probably should include a ritual for summoning a ship though.
As for the madness - there is a herb that can cure it.
yeah I did end up looking at the code extensively to see the 1/3 roll
and right I did end up using the herb, yeah youre probably valid on that point.
It's actually very engaging to play once you get the hang of it, but I still got stuck shortly after getting Th'schin, I would've liked to see what happened next tbh. The art is obviously not the best but i really like the originality and, in a way, it's simplicity. Overall I really liked it!
Thanks for playing the game!
I should probably include some more hints to direct players better.
Damn. I thought I could just not collect an illnesses :D
Playing was pretty fun)
Quite fun once getting hang of it
vanilla html/js, you have my respect
the game itself is pretty interesting, the fast forward option is really nice
Thanks!
I just saw your game - what I did with Html and JS was merely utilitarian. Your is a work of art.
Nice game. At first i didnt understand what to do. and I also found it very slow. But then I found the speed up button. I tried many times but most of the time I got ill.. HAHA.
Liked the concept. But, i was missing sounds and others graphical elements. However its a jam. Best of luck..
Thanks! I don't expect the game to win.
And my artistic abilities are not the best, I hoped players imagination would do the heavy lifting for me.
It was pretty fun once I got a hang of things, but the beginning parts are really brutal when you're sitting around not knowing what works. The game loop is really addictive. You've definitely got something here, I think it just needs a bit of extra polish.
Thanks for the words of encouragement!
Perhaps I should add some kind of tutorial to the game to make it easier to get the basics. Thanks for the advice.
really interesting game, I think it has potential, but I'd love for there to be more to do while the timers run, but great job!
You can speed up time in the right upper corner. The fastest setting is quite fast.
Thank you for playing and a critique!
Been playing for quite a long time and couldn't figure out how to escape. But other than that, the fact that I kept playing for so long means it's a pretty good game!
Things I liked:
Things that could be improved:
Thank you for the comprehensive reply! It's very useful.
> Presentation as a whole is lacking, but I'm sure you know it
Yeah, I focused first on making the game work. If you add to that I am not the best artist or a designer... unfortunately the game looks a bit rough.
> Everytime I collected something with a card on the use/craft slots, they would disappear. I had to put another card for them to reappear for some reason.
That's a weird bug. If you collect cards, they should appear in your stash (the lower left portion of the screen)
> Some mechanical nitpicks: the way hunger would just pick a food item and rearrange your inventory during crafting
I need to change how the inventory system works. I plan on adding a sorting to the system, as well as allow the player to place cards manually where they want to. Unfortunately, we can't update our games during the voting period.
Got both endings. Reminds me of the shipwreck gamemode of doodlegod. I had a blast playing it. Took me a while to figure out that you can explore multiple areas at once. Great game!
You've managed to get both endings? Woah, congratulations! I thought my game is going to be too hard, by reading other peoples comments. I think your genre savviness made my game a bit easier for you.
The play model really grabs you once you get the hang of it! And I was really invested in the story.
I agree with others that this game has real potential. The mechanics and storyline work really well!
A strong submission. Great work!
Thanks, and I am glad you liked it!
Nice game!
Thanks!
I got overwhelmed eventually by illness but had fun the whole time playing it.
Thank you for playing!
It is a type of a game, where you will probably die on your first run, but you get better as you learn more of the game mechanics and recipes. Eventually winning is quite easy.
Hi, the game is really fun and keeps you engaged all the time, as a comment already pointed it out, at the beginning it is a little bit confusing, but then it get very clear and interesting. Some sound effects would help a lot in my opinion.
Very great game, it just need a little bit of polishing and that's all!
Good work and good luck with it! <3333
Thanks for playing the game, and the kind words of encouragement!
This game has a lot of potential! Maybe in the future if you keep developing you could add some sound effects and perhaps a voice to the main character. A lot of the time it felt like I was reading a book, which is cool because I don't play games like this one very often. Even though it needs a little bit of polish it is a great project and overall a very good game developed in such a short amount of time!
Great job!
Thanks for playing the game and valid criticism!
There is no sound, because I know less about making sounds than making art. And I was under the impression that we can't use stock sound effect, haha.
Oh man I wish we were teammates, I could've made took care of the music and we would've made a super project haha
But this GameJam was for individuals only anyways so
I really liked the gameplay, to be honest I was playing a lot, but I couldn't escape haha, very good
It's nice to hear that the gameplay feels good.
As for the escape - have you tried to make a really big fire?
a really big fire ??
Was a little confusing to start with, but once it starts opening up and there's different card and combinations, it's really great :)
Nice job!
Thanks! You seem like somebody more experienced in making games, so this means a lot.
I love genre-mixing stuff like this. I feel like the default hunger could be a little bit longer (I ended up going into the console and changing it to 120 seconds to feel like i had a chance to finish the game) and the fact that you can do multiple actions at once definitely slipped by me the first few playthroughs so some tutorialisation for that would be appreciated (or at least mentioning that on the tips on the itch page). Really, really cool game overall tho, great job.
The player is meant to feel struggling for survival in the first part of the game. But as they find and craft tools, and are able to craft better food items which satiate the hunger for longer. I want that to feel good, as if the player made progress.
> fact that you can do multiple actions at once definitely slipped by me the first few playthroughs so some tutorialisation for that would be appreciated (or at least mentioning that on the tips on the itch page)
This is one of the things that seemed completely obvious to me, but looks like the players are struggling with this idea. I'll heed your advice and add it to the page, thanks.
I died from 7 sicknesses, I thought I could cheese the game but no even if you don't collect the cards if you have a specific amount of illness cards it will end the game, so no you can't cheese the game, really fun though to see what you can do, and it makes you picture what's happening in your head, really good game to play and the writing was well done!
I think I should add a sickness counter, so that the player knows how many sickness cards the game thinks you have.
Thanks for playing!
no worries!
Fun stuff