Amistad by Raphael Maia

[raw]
made by Raphael Maia for LD 42 (COMPO)

Venture through the infamous Friendship Bridge (Paraguay - Brazil), one of the greatest smuggling routes in the world. Bring what you can in your smuggling bag!

W A S D - Movement J - Drop last item K - Buy/ Sell / Start new game

BG-start.jpg

Ratings

Overall 699th 2.5⭐ 26🧑‍⚖️
Fun 667th 2.479⭐ 26🧑‍⚖️
Innovation 480th 2.957⭐ 25🧑‍⚖️
Theme 406th 3.457⭐ 25🧑‍⚖️
Graphics 661th 2.28⭐ 27🧑‍⚖️
Humor 303th 2.523⭐ 24🧑‍⚖️
Mood 558th 2.386⭐ 24🧑‍⚖️
Given 17🗳️ 12🗨️

Feedback

Sady Farah
12. Aug 2018 · 22:21 UTC
Liked! Nice elements that can be used on a Full version! well done!
Memel06
13. Aug 2018 · 01:36 UTC
The concept is nice, but graphics surely needs some tuning.
Sweet entry in overall! It's funny :)
RavenFlame
13. Aug 2018 · 11:06 UTC
Nice idea. Well done.
Barrier
13. Aug 2018 · 18:41 UTC
This smuggler is bad at business, since he is constantly losing money :D
It's a nice idea, I like the graphics, the theme fits.
johnnydalvi
13. Aug 2018 · 18:44 UTC
I like the idea, the problem that I see is that there are some situations that you don't have the possibility to do anything because the items that you have available to buy don't match the ones that the customers want, you could add some logic in there in order to make sure it will overlap a bit more. Also I missed the audio, even simple sound effects can make a huge difference. Good work overall, congrats mate.
G4MR
14. Aug 2018 · 00:42 UTC
You forgot a way to exit the game, cool idea though.
🎤 Raphael Maia
14. Aug 2018 · 13:13 UTC
@G4MR FUUUUUUU!!! COMPLETELY FORGOT AND HAVEN'T EVEN NOTICED IT UNTIL NOW.


So embarassed
cavalsilva
15. Aug 2018 · 02:07 UTC
Nice game, Brazilian true.
Koala Squad
17. Aug 2018 · 04:17 UTC
@raphael-maia We've finished Part 1 of our Play and Rate video for Ludum Dare 42, and we've added it per your response. Check it out!
https://youtu.be/vuUp1EYEiuA (The video may be uploading for a little while. If so, check back after a day or so)
saoi-games
22. Aug 2018 · 08:02 UTC
Thank you for sharing your game with me. I played it on my stream tonight at https://www.twitch.tv/saoigames

I have rated your game, but all of my feedback was captured in the stream.

We had a technical glitch, so I'm not sure if it was captured well.

The controls were a little hard to figure out at first, and the customers didn't wait nearly long enough for me to figure out what I wanted to do. I think it might have worked better if I have multiple couriers that I was loading up with items to sell. If there was a cop that watched me and had a random chance to intercept deliveries then that might allow the player to focus on packing the deliveries properly to meet the very rapid pace of demand. Another option is to reduce the span time of the people looking to buy, and also reduce their impatience meter. While I would make decisions about what to load and take precious seconds selecting the item, they recipient would often disappear. Another suggestion is to make the line, that indicates which customer or product you are selecting, should be thicker and bolder to make it easier to identify which one is selected.

Again thank you for sharing, and I'm sorry if the gameplay didn't get recorded.
🎤 Raphael Maia
22. Aug 2018 · 19:25 UTC
@saoi-games @koala-squad thank you both for playing and commenting on what i should've done better. Not giving an excuse, but it was only in the middle of day 2 that i decided to do this game instead of an other ideia i had. This was the first submission i've ever made, i know it sucks in a lot ways, but i'm really, really, happy that it doesn't suck in all the ways it could have. Again, thank you very much.
Lumos
29. Aug 2018 · 15:42 UTC
I clicked for Morgan Freeman and Anthony Hopkins, but alas, they were nowhere to be found... Who'd've thunk there was a bridge, too?!

Jokes aside, I like the concept a lot, but the execution could use a little polish. Staying afloat seems impossible, buying items in bulk seems to be the only way to get a good profit going, and purchasing a colour TV or a stereo instead of a pack of smokes (because of a mis-click or the fact that after buying an item the marker resets to the top) truly makes the soul ache.

Game feels impossible later on, as people's "impatience" seems to accumulate faster than the _one-way_ trip across the bridge, and given that you can be royally screwed by what appears to be RNG (the smuggler having four TVs and nothing else in the inventory when the three "customers" require cigarettes and stereos)... Yeah, being a smuggler 'cross that bridge is a dog's life.

I really like the theme though. Great work.
alexfalkenberg
02. Sep 2018 · 19:09 UTC
Concept is actually really cool, and as mentioned the art could use a little work (but hey, you get a pass because it's an LD). Will you continue working on it and refining it? I hope so. :)

I see your net overall opinion of your effort for a first game is positive, and that's good. I hope you had fun, and I hope you keep doing these jams!
ZozeR
03. Sep 2018 · 18:48 UTC
The idea is really sweet but the game feel is I think what your game lacks, you should add sfx, some animations and lower the difficulty little bit. because you can only carry 1 item and it really bores me to run from left to right to carry each item, except for cigarettes.
Arch
03. Sep 2018 · 18:57 UTC
Hey, good job on your first submission. It took me a few trys to figure out how the game works, but I got it in the end. It is a solid concept with room for improvement and expansion. I totally understand your feelings about your first game. My first jam game was a total crapfest, but I am still proud of it. You did a good job, and next time I know you will do even better. I look forwards to playing your next Ludum Dare game!
Quetzakol
03. Sep 2018 · 19:00 UTC
Nice idea, and rather fun game. I wish there were sound and more polished graphics though. I think the difficulty of the game should lowered, right now it's clear that it's impossible to give everyone what they need even if you are really good.

Good luck!
gustavo.christino
03. Sep 2018 · 19:07 UTC
Evaluation ...

0 - Main Mechanics:
Buy items on one side and deliver them on the other (meeting demand).

1 - Secondary Mechanics:
It does not fit into this context exactly, perhaps the issue of load limitation is secondary mechanics, or just extension of the implementation of the main mechanics.

2 - Learning Curve:
Learning the game takes a few matches (two or three), but the commands are simple, there is not much difficulty in learning (in addition, when losing a match, there is a reminder of how the game is controlled).

3 - Flow:
The game is difficult all the time, there is anxiety about not being able to deliver the orders on time. Before the products appear in the left listing there are already buyers almost giving up on the right purchases. I would only suggest beginning to count the time from the first purchase of the motorcyclist, because the way it is, is already losing. The speed of the customers is high, this speed could increase gradually until reaching the initial speed (which in my view should be the maximum, hahahahaha). I believe that with some repairs it can greatly improve the gaming experience.

4 - Love Points:
The central mechanics is the most interesting point.

5 - Presentation of the Narrative:
There is no specific narrative presented, it is a part of the day to day, let's say, revised in a playful way. It may be interesting (in case of continuity) to create phases and justifications to be working with it (such as paying for college, paying for expenses at home after some fact, etc.). This could sustain the creation of more phases and such.

6 - Art Polishment:
For Ludum Dare's time it's nice to see, I always say it's possible to polish, so (if you continue with the project) improving the visual identity of the menus and even polishing the whole art would be good things. Adding sound can help the feedback of whether or not to do the right thing in relation to the buttons.

7 - Monetization Attractiveness:
Suppose the continuation of the project, I believe that the ideal would be to apply narrative and even powerups (modifying the passage of time, acquiring more space for deliveries etc). With this the game could be casual and monetize through advertisements, for example.

8 - Community Generation:
Suppose the continuation of the project and the application of narrative, would also say that the creation of character design would fall well, making it easy to create a page on Facebook (for example). PS: Invite me to follow the page if I create it.

9 - Cultural Dialogue:
The game talks about the day to day in my view, so some people will identify with it, being part of one's own life experience (directly or indirectly) and cultural experience. For the game to reciprocate (game influencing the culture) I believe it would be in case to continue the project as reiterated above.
wisstopher
03. Sep 2018 · 19:58 UTC
An interesting idea, took me a little bit to understand what was going on. Would have been nice to have been eased into it, by performing one or two tasks that lead onto the craziness that can ensue. But good attempt :smile:
atom0520
03. Sep 2018 · 20:10 UTC
It's a very fun game. The gameplay well fits the theme. The hand-drawn art style looks sort of humorous. It would be better if you can add some audio. It's sad that the poor smuggler would always get nothing at the end as the clients would become more and more impatient and take all the money back. Maybe you can consider
limiting the game time while keeping the client waiting time constant (or set a lowerbound). And player would aim for higher money rather than longer survival time. In that case life would be much easier for the smuggler. However overall I think you made a very fun game in a very limited time. Good job!