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GWJ#41: Fishing Guidance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #10 | 4.154 | 4.154 |
Theme | #17 | 4.385 | 4.385 |
Audio | #33 | 3.154 | 3.154 |
Overall | #41 | 3.143 | 3.143 |
Controls | #49 | 2.769 | 2.769 |
Accessibility | #53 | 2.692 | 2.692 |
Fun | #58 | 2.615 | 2.615 |
Graphics | #76 | 2.231 | 2.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4.2
Wildcards Used
N/A
Game Description
You direct ships towards coordinations to fish for you, but the ships can crash/be destroyed!
How does your game tie into the theme?
Mygame ties into the theme because of it's setting and mechanics being related to the natural ocean.
Source(s)
N/A because I still haven't learn Github yet (full procrastination), ask me if you want though!
Discord Username
60F-SpaghettiMan#7841
Participation Level (GWJ Only)
I think this is the #5
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Comments
that's quite a unique movement system, indeed. I'm not sure how well it scales because I think it might get tiresome to type the coordinates if you had to navigate around reefs or other ships and so on but it was very interesting. Good idea!
You are right about that, I should have done much more play testing
Very interesting movement system! Ambient noises set the tone of the game well and overall a fun experience :)
Great concept! Really interesting mechanics.
Just a simple idea: I think would be interesting to let the player zoom in or out to see a more precise coordinates values on the x / y guides.
Thanks! I didnt think baout that at all while I was doing the jam.
The game has quite a novel concept and mechanics. From the get-go, the thunder sounds set the mood for the game: It’s going to be difficult fishing in these waters. The ship control mechanics are new. Difficult at first, but one can learn. It’s a bit hard with the first ship, but things start to get really interesting when you have more ships. There isn’t a lot more to do though. I think the core concept is promising, and the game can surely be developed and expanded further.
It's a cool concept, I like that you made a strategy game. Anything that isn't some kind of platformer variation gets creativity points from me!
I think showing the current coordinates wherever you hover your mouse would help a lot. Or some kind of indicator on the axis that move when you move your mouse?
Thanks for the idea! Yeah, that would definitely be much better for clarity instead of just the coordinations ruler (which now that I think back is a bit small)
I like the concept and I think typing the coordinates adds more depth to the game than just clicking where the ships should go. I do wish that there was a way to cycle through the ships with out clicking on them. Also the timer gets weird when there is 1 minute with single digit seconds.
Ah thanks a lot! I didn't think about cycling through the ships yet and I should have playtest a lot more. I didn't realize the timer issue at all.
I accidentally crashed my first ship into the dock while trying to get to the fishes and I couldn't buy another one, as I had no fish :D
I wish the ships would move just a bit faster or have an option to speed up. Waiting for them to get to where I wanted them was tedious!
yeah sorry, procrastinated too much and should have toned the price down or pull the given money up
Though it was lacking some polish, I think the coordinate movement idea was super cool, and could definitely be expanded upon.
Thanks a lot! Yeah, this could've been much more polished and I've procrastinated too much this time around.
I quite like the coordinate inputs for ship movement, feels like I'm in the shoes of a naval coordinator, very cool
Thanks ;), I actually did that only because I didnt know how to do point&click.
Interesting game, any particular reason for using coordinates? I feel like it would be more intuitive to do point and click, I liked the resource gathering aspect, great job!
You are definitely most true about that, this actually came from my ignorance of how to do a point and click in the beginning and I felt that learning it during the jam would take too long for the other parts so I improvised!
Genuinely unsure how to play this one! I'd suggest adding more specific instructions -- i typed 10, 10 in the x/y input, but it said it was an Invalid ship destination :/ maybe mark the coordinates?
Thanks for giving it a try though! I think this was because the input didnt accept anything that is different from a number (to be exact the x part can have 4 numbers and y part can have 3). However I found out that since to accept the number space/enter can be pushed so there might have been a space in the input bar, making it invalid. Besides that yeah thanks, perhaps I should have made the coordinations markings on the rulers bigger!