20000 Pixels Into The Sea by blinry
In 20000 Pixels Into The Sea, you steer a sailboat through islands and rescue people.
Didn't you ever want to learn how to sail against the wind?
Made for LÖVE 0.10.1, uses HUMP (https://github.com/vrld/hump) and SLAM (https://github.com/vrld/slam).
See README.md for additional attributions.
Controls:
- move mouse to turn the sail
- A/D or left/right to steer
- spacebar to drop/hoist the anchor
- click to advance text lines
- F11 to toggle fullscreen
- ESC to exit
Didn't you ever want to learn how to sail against the wind?
Made for LÖVE 0.10.1, uses HUMP (https://github.com/vrld/hump) and SLAM (https://github.com/vrld/slam).
See README.md for additional attributions.
Controls:
- move mouse to turn the sail
- A/D or left/right to steer
- spacebar to drop/hoist the anchor
- click to advance text lines
- F11 to toggle fullscreen
- ESC to exit
Well done!
I beelined straight for the kraken when I got the 5 people there. I'm guessing you expected as much from your players :P
Only two minor nitpicks: if I picked up a survivor while the main story text was playing, it'd get cut off. So I missed the last couple lines after feeding the people to the kraken. I'd have preferred a buffer system, where new messages are thrown first-in-last-out and clicking cycles through them. Also, I got stuck on two occasions:
first between a pair of islands, where I didn't really have room to move forward or back to build up speed, and later when I'd unanchored with the wind blowing directly into my bow and my stern pressed up against some island geometry. In both cases I couldn't get any speed up which meant I couldn't actually turn, no matter where I placed my sails and rudder. Eventually through wiggling and luck I got out of both situations and kept playing, but I'd have liked some ability to get out of those scenarios, maybe some special action available while anchored near land.
Really enjoyed this game. Nice work!
I've rescued three people, but the wind is definitly not your friend, it would be nice if the wind change sometime (didn't happend on my test).
Great job :)
Really cool concept. It builds intuition for sailing, which I severely lacked. Quite packed in content and the progression felt good. Also nice going on using Wilhelm scream when my people died from the Kraken, it cracked me up. I liked the art as well, simple and effective.
It wasn't initially clear to me I would pick up people by using the anchor. Once I did use it it seemed obvious.
Also some indication when you're in range from someone to pick up would be nice.
Honestly, this could really be a full game. The art might be a bit too simple for that, but it actually isn't far off.
A tutorial level with an indication of the optimal way to move would be nice as well. Currently it's hard to move against the wind and forcing that makes the journey slow and boring. But once you know how to handle that (I don't know the terminology anymore) it all becomes much more enjoyable more quickly.
Best entry yet though!
But the game itself is astonishing, it feels practically like a complete product. The boat controls, although taking a bit to get used to, are probably the most creative and unique way I've seen boat controls be done.
I'm not sure how accurate the mechanics really are, but I can't recall ever going backwards; really fun to test that out in game :D
It's really hard but important to control the ship in wind.
I like your art and music, especially those mild and lovely creatures hanging in sea.
The sailing mechanics are interesting and very well made - I had so much fun navigating, and was constantly playing with how I tacked into the wind. Wonderful!
The graphics are really coherent and great as well - nothing dazzling, but they really serve that central mechanic well. I definitely wouldn't want much more detail.
The controls were surprisingly intuitive - at first I was worried that they were too complex, but as soon as I was on the sea I found them very easy to use. Controlling the ship was obviously a challenge, but the feedback was very good at helping me figure things out.
Great difficulty curve as well with each subsequent group of castaways, and the narrator was funny! Love the castaway flavor text as well. And the sail darkening when you're evil is a nice little touch. Lots to explore for a 48-hour game!
My only criticisms (nitpicking here) are:
It was very easy to get stuck on some of the islands and be completely unable to move until the wind changed. Would've been nice to have some way to push off the land, maybe by shaking the rudder?
Would have liked more variety in the scenery - I suppose that time went into perfecting the sailing. Also, different kinds of missions besides just collecting castaways would be cool, but once again, time!
Saw a Z-ordering bug - the sea monsters overlapped on top of the land! Probably not hard to fix.
The music wasn't as good as everything else - it fit the mood and did the job, but eventually I tuned it out.
Anyway, such a great game - you should be very proud of your work! This could definitely become something much bigger if you continue to work on it!
graphics are simplistic enough, but clean and colorful , love it, even tho not my piece of cake, the music also fit very well with the jungly-tropical vibe
i love the wind mechanic, your game is the only one who implement the "reaslistic" wind mechanic for sailing, quite hard to adapt to, but very fun and challenging
Overall I'd say it's a really polished game which is a lot of fun to play as well. Great work!
I like how you explained just enough about the mechanics for players to figure out the rest themselves. Getting the hang of how the sailing works just by experimenting a bit was really satisfying!
Also, thanks for your comment on my game. I didn't know about the LD-map, but now I'll have to check it out! :)
While I was saving first 5 people, I was thinking that it would be great to make it changing. And BAM! here you go, wind starts to change when you start saving other batch of people.
Great job!
Great submission!
Thanks for the game.
@amras0000 @johnbjuice Thanks for bringing up the getting-stuck issue, some reset mechanism would surely be useful.
@PetterBergmar Yeah, we know it's not very fun with a touch pad :-/ Sorry, but thanks for playing!
@FrozenCow @tedajax That the player is forced to sail against the wind in the first phase is actually intended. We also would have liked to display a transparent "optimal sail position" to help the player in the beginning, but the time didn't allow for that, unfortunately.
@Garfeild Hehe, the game was actually reading your mind :P
@owndbyu The water splashing actually gets louder the faster you are. Probably not that noticeable... :)
And finally, thanks for feeding The Kraken, @Mantlair, @FrozenCow, and @amras0000 ;)
This is a really cohesive package - the sound and art are really polished, the game play feels great, and the difficulty progression is good.
I sadly did not get to see what happened with the Kraken because I decided to rescue everybody instead - and the game only gave me credit for rescuing "at least some of them" :P
The gameplay is simple but very solid - the only thing is it doesn't seem as though there are any real consequences for anything (from what I could tell). However, the sailing does provide a very real challenge, and just a sailing simulator is not that bad of a game due to the interesting gameplay it provides - so I will say that the enemies do not really need to do anything.
Overall it's a pretty nice game - definitely one of the most polished games I've seen so far.
We played it on stream, which you can view here: https://www.twitch.tv/cantgetourname/v/88809110