The Sea Has No Claim by dukope
THE SEA HAS NO CLAIM
One plane with 45 passengers onboard. Lost in 648^2 km of ocean. Find it.
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COMPO VERSION
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This is a more complicated game than I expected and it feels pretty unfinished as a result. Briefly: use your resources to find the location of the wreck(s), then drop a sub on the spot to rescue/recover.
- No sound
- Uses some (heavily modified) public domain images
- Confusing to me as I play now after working on it for 24hrs straight
- Likely full of bugs
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POST-COMPO VERSION
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Please do not use this version for voting!
- +6 hours more work
- Adds (public domain) sound effects
- Adds (previously composed) music
- Has some extra polish and tuning
- Fixes several bugs
One plane with 45 passengers onboard. Lost in 648^2 km of ocean. Find it.
---------------------------------------
COMPO VERSION
---------------------------------------
This is a more complicated game than I expected and it feels pretty unfinished as a result. Briefly: use your resources to find the location of the wreck(s), then drop a sub on the spot to rescue/recover.
- No sound
- Uses some (heavily modified) public domain images
- Confusing to me as I play now after working on it for 24hrs straight
- Likely full of bugs
---------------------------------------
POST-COMPO VERSION
---------------------------------------
Please do not use this version for voting!
- +6 hours more work
- Adds (public domain) sound effects
- Adds (previously composed) music
- Has some extra polish and tuning
- Fixes several bugs
Ratings
| Coolness | 64% | 3 |
| Overall | 3.99 | 42 |
| Audio | 2.27 | 801 |
| Fun | 3.49 | 210 |
| Graphics | 3.97 | 113 |
| Humor | 2.39 | 589 |
| Innovation | 4.38 | 12 |
| Mood | 3.65 | 139 |
| Theme | 4.09 | 29 |
The Steve "unit" made me laugh, which gave it that rating for humor.
The main mechanic is quite original and cool, although in the first or second levels, it seems to rely too much on luck.
Everything I wanted to give as points for improvement, was fixed in the post compo version, so I suppose you already know :)
Well done!
I had a lot of fun playing it, but I think it could be streamlined a bit by taking the player to the next level immediately after beating the previous one, and doing away with the resource allocation at the beginning entirely-- the fun part was doing the calculations to pinpoint where they were on screen, and it felt like I spent half my time playing not doing that!
So yeah, strip away some unnecessary stuff, and the game could be really really awesome.
@Secret_Tunnel: Yeah, I really regret not getting sfx in the compo version. It's the first thing I added post-compo. Also, I think you're mostly right about the resource management. Removing that would've saved me a bunch of time that could've been spent on a story to tie everything together. That would've been the right choice for a jam game, but I think a fully realized version of this needs the player choice and limitations of resource management.
It seems I can press spacebar to reset the level? I don't know if that was intentional but I found it useful anyway...
I made one small change to the post-compo version that hopefully makes the initial play a little less confusing. It now shows the sample target on the loadout screen so it's somewhat more clear what/how each tool is detecting. This ends up helping to explain the buoy(s) and especially the path analysis tool.
We'll see if it works out...
I'd say the biggest problem is the first stage of playing, where little direction is given. It took me about 3 plays where I did it absolutely wrong before I realized I needed to deploy the sonic buoys 1 by 1 in order to pinpoint the wreck. After that, the mechanics flowed nicely and I was able to learn the rest. It just took a while to figure out the basis of the gameplay.
Still, a great entry and a very enjoyable game!
Also this need storms, enviromental hazards. Really interesting game. I dont really know how the movement of the ships is calibrated, but the use of some items should affect them, like using the Path analysis, that should give ships some sort of path or at least a general area for the looking, or maybe just in the order of use. Like if you use some resources before they can affect in some way to the ones you use after. The graphics are nice, and the music is catchy and someway kind of goes with the mood, (happy music).
Lol... annnd, just googled you. Makes perfect sense now.
Like others have said, it took me a bit before realizing exactly how the sonar buoys worked but once I did it was smooth sailing (har).
This is also the only game I've played that I thought deserved 5 stars for graphics. I love the limited pallet, the gritty dithering, and the clear iconography.
Unique and confidently designed. Great job.
The gameplay about imperferct information is really interesting. Sounds would have helped tremendously to increate the mood. Also, the compo version is lacking feedback in some areas; for example in the tiny mission without any ships it would have been interesting to see what radius the submarine actually has.
Despite all the complaints this is one of the most daring and creative entries I have played to far.
But the soundtrack (on the post-compo version) goes on the oposite way of the game's mood IMO...
The post-mortem version is simply a 5-star production. The only thing that spoils it is that it crashes when a wreck is found (I have flash player 13).
I'm doubly excited by the game play. Years ago, I made a prototype similar to your Sonic Buoys (http://dragonlab.de/projects/ghosthunter). I intended to make a game out of it, but it just didn't click for me - and now I see a game with a similar core idea and it actually works and is fun! And that makes me very happy :D
I haven't played the post-compo version, but there were a few things that bugged me:
- The equipment placement minigame seemed a bit superfluous and disconnected from the main gameplay - and I always had to do it again when I restart.
- Even when I placed everything, I still had to wait for time to run out if I didn't find all the wrecks.
- For the bigger maps, the allowed error is so tiny - but I can't zoom in to be more accurate.
Apart from those, I quite enjoyed the experience and the ever expanding inventory. Great job!
The graphics do a lot, very Game Boy meets like Atari or something.
The slow gameplay works well with the overall premise.
Very well planned out game! :)
Once I got my strategy down I could get through every level without losing anybody, even in the post-compo version it doesn't say anything special for that, which I hoped for. Just a quick thumbs up from Steve or something.
Very good game, you maybe should have just submitted the one with 6+ more hours work to the jam, because you did a great job fixing the little issues with the original.
It also works "as just a game" too - the gameplay was immersive enough that I really felt like I wanted to master it, and in later levels when I was homing in on a wreck and finally got it, there was palatable joy in rescuing folks. Really nice work.
(I played the compo edition) audio would help compose the tension.