Very cool game, I enjoyed plopping down ships and seeing how to fit the puzzle pieces together. There were a few ships I couldn't figure out how to make use of, like the ones that fired vertically or behind, so I just had to ignore those. Cramming battles all into one turn is pretty clever, I like this idea a lot.
Lanyard
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A lot to like here. Swimming felt good, and you got a lot of mileage out of the hook and drift water mechanics. I loved the vibe of the ruins and the soundtrack was superb for getting in the zone. If I were to pick a nit, I might say that the coins were sometimes a bit hard to see against the similar-colored background. On the other hand, that did make it feel like more of a hunt. I can't believe there were 6 of those things! I was pretty thorough I thought, and only found 2. I wonder, did you guys at any point consider doing some kind "hold your breath" mechanic?
Brought me right back to Mêlée Island, a formative experience in my gaming history. Thanks for the nostalgia trip.
Oh, that's what he DOESN'T want. Boy, that took me a minute to understand. I thought it was four separate symbols. Maybe you just could have put an X through it?
I love the fire effect - I wish I could actually dodge it if I start messing up haha. Definitely gave me the feeling of being a hapless dragon minion. I especially like your stylistic choice to wrap the dragon's body around the screen frame. Very nice tiny game!
The Open and Closed signs are backwards, the Open sign faces outwards when the store is closed and the Closed sign is displayed outwards towards the customers out in the world when the store is open. 0/5 Unplayable.
JK. This was great! Delightful character animations, terrific soundtrack, engaging haggling choices, great UX. I was waiting for the Papers Please style subplot to reveal itself, but maybe that was too much to wish for in a ten day jam. Really great experience, had a lot of fun with this!
Very cool game. Reminded me of Advance Wars. I love your ship designs, I think we took very similar approaches. Definitely has that Gameboy Soul. If I had to give you a tip, I would've definitely suggested a Confirmation box on returning to Level Select, I'm a dummy and did it twice by accident mid-battle! I think this is a very solid package you put together in a short time, well done!
The power of compound interest! Hey, this was cool. Love your art style. It was a tough choice picking which of my nuggets to hang on to and for just how long, but I'm happy with the decision I made. This is one of those jam games when all I can really wish for is just MORE, which I always take to be a really great sign. Wonderful work!
Thanks, I'm so glad you enjoyed it. How far did you get?
Actually the whole reason I started implementing anchoring was so that you could stop at islands to buy upgrades. Only while messing with how to raise the anchor did I stumble across the slingshot mechanic, thought it had the potential to be fun, and just rolled with it.
Great graphics and premise. Very gameboy feel. Don't beat yourselves up on the latitude and longitude mixup! I've been sailing for many years and also got mixed up playing this game even before I realized they were accidentally switched. It happens. Besides that, this is a super cool entry, I liked it a lot.
Thank you!! Your appreciation warms my cold dead heart. I ended up leaving the music just on the title and menus because I felt the soundscape was already very full with sfx, especially later when things ramp up. There is an anchor dash sfx but I think you're right, it could be much improved. Thanks for checking out the game
Pretty cool game. Love the style of it. Felt like a FromSoft demake. Did you consider a dodgeroll or something to allow the player to try and get out of the forced skeleton combat? Oddly, the boss battle felt liberating because I could move at will. It was a trip getting the upgrades and gaining in power exponentially after being so puny at the start. Nice work!
So THAT'S how they went extinct! Honestly didn't see that one coming. Great sense of humor and variety throughout. You kept it snappy. The one change I would suggest is that if the player takes a hit, they should get a tiny little moment when they can't get damaged again, these dinosaurs would chomp me too bits in a fraction of a second! But I can see it was balanced with that in mind, and swiftly chopping dinos before could get me was a fun challenge.
Yes, thank you, I've been trying to figure out how to translate sailing into satisfying game mechanics for awhile now, so I'm glad that paid off for you. I'd love it if you could expand on what "helped and hindered" in the tutorial, I'm making a special effort lately to improve my tutorialization, so I'd really be interested to know what worked and what didn't for you in some more detail.
Bestowed with the gift from my admittedly kinda shady mentor in a trenchcoat, I raced across Washington Park trying to find all the moderately moderate Old Gold before the timer ran out. Imagine my surprise when no consequence arrived. Was that what the old man was trying to teach me all along? Slow down, kid. Let it happen. See what you discover. All goals are illusions. You opened my mind when you opened your trenchcoat, you strange old man. I salute you. Maybe the memories we made along the way were the most moderate items of all.
I like the intro cutscene a lot! Quirky and fun. Nice character art style, I adore the little crew guys. I thought it was cool that I could command my crew too. It would have been nice if there was a third useful option for them though. I don't think much was gained by obscuring the rooms in the ship when not in them, losing that overview turned patrolling the ship into a bit of a chore. I thought the sonar risk was a good idea for the piloting minigame but if the movement was smoother instead of jumping forward every few frames, it would have been easier for my mind's eye to "track" where the ship was going in the sonic dark. Interesting game, I enjoyed playing it!
Hey Wilhelm, you can find medicine in the following ports:
Mumbai, Dhaka, Sydney, Petropavlosk, Basrah, and Port Said.
It's possible I overtuned the fever moment as this is only a prototype. This is game set in a post climate change world, my idea here was to represent how diseases might spread more rapidly and quickly in a different world climate. I was thinking like how Covid spread across the globe. It's intended that the player loses some ports permanently and has to adapt. But if it's entirely too much, that's good information for me and I can tone it down in a future version. Thanks for the information!
Really nice feel, tons of art, clear inspiration from Grow. I did have to use the guide to solve Level 1 and couldn't figure how to stop the lumberjack on Level 2. I think the game needed a little more hinting to the player what they were doing wrong when the correct sequence wasn't being hit. Still, that being said, I enjoyed the game quite a lot. Thanks :)




























