ATLANTIS by OccultOne
Atlantis is a turn based strategy game where the play field is constantly getting smaller as portions of the island sink. Take turns moving your three units through the world to activate the magic towers. Each turn, more of the island will sink into the ocean. Once you've finally lit all four towers, it's a mad dash to escort the heir of the empire to the boat before Atlantis falls.
For this game, we created a board game prototype to test the game mechanics. Due to the Game Jam crunch, a lot of the core design wasn't translated so the game could process it.
Links

- Play Game: https://occultsoftworks.itch.io/atlantis (WebGL / Standalone Player)
- ~~Kongregate: http://www.kongregate.com/games/OccultSoftworks/atlantis (WebGL)~~
- ~~Indiexpo: https://www.indiexpo.net/en/games/atlantis (Standalone Player)~~
Twitter: https://twitter.com/OccultSoftworks
Jam Version: https://www.goo.gl/fYy62k
How to Play
Pan the Camera with W-A-S-D.
Escape brings up the Pause Menu.
Right Click Cancels the current Action if the Action menu has disappeared.
Each character has 2 Action Points per turn; these are used to Move, Interact with Buildings in the same Province, or Use their Active Ability. You may use the same action twice.
You must light (Interact) the four towers to summon the ship. Doing so will trigger the endgame, and increase the rate of events. You may interact with the Citadel at any time with a hero to have them pickup the Scion. Beware: Should your hero drown while holding the Scion, you will lose the game!
You must ensure the Scion's escape by reaching the Boat before half the Provinces of Atlantis sink and are lost, or the Island will crumble under your feet!
The Units
The Scout has 6 Movement Points instead of 4, and can teleport them-self, or any other unit in their province anywhere on the map. The Scout always goes First.
The Druid can walk through water without a movement penalty. They can also raise the Province they are in up Two levels.
The Mage can gain up to 3 Mana randomly from the entire Map, and will absorb any Mana in their Province at the start of their turn.
Team Post-Mortems
Programmer Postmortem
https://ldjam.com/events/ludum-dare/38/atlantis/atlantis-a-programmer-postmortem
Producer Postmortem
https://ldjam.com/events/ludum-dare/38/atlantis/atlantis-many-hats-postmortem - Producer Postmortem
Screen Shots


Videos
https://www.youtube.com/watch?v=iQslfuqvx8c
Youtubers Playing Our Games!
Randomise User: https://youtu.be/wDGytMqxj5Q?t=3m28s
| Original URL | https://ldjam.com/events/ludum-dare/38/atlantis |
Ratings
| Overall | 311th | 3.487⭐ | 154🧑⚖️ |
| Fun | 504th | 2.935⭐ | 155🧑⚖️ |
| Innovation | 223th | 3.454⭐ | 154🧑⚖️ |
| Theme | 304th | 3.597⭐ | 156🧑⚖️ |
| Graphics | 247th | 3.864⭐ | 156🧑⚖️ |
| Audio | 164th | 3.584⭐ | 151🧑⚖️ |
| Humor | 634th | 1.817⭐ | 62🧑⚖️ |
| Mood | 156th | 3.727⭐ | 152🧑⚖️ |
| Given | 505🗳️ | 352🗨️ |
EDIT: It's now up there.
Apart from that, very nice work!
The gameplay and controls were very confusing. When I expected to click on a menu item, the character started to move and vice versa. I also had no clue what to do.
Music is very nice! SFX are a bit harsh and loud for my taste.
Overall well done!
Main +) Mechanics and design.
Main -) UI or lack thereof.
But I had no idea if what i was doing was well doing anything to progress the game
or what Action or Interact did for each of the characters.
I did notice that if you have moved, then want to end your turn, if it was over another tile it would still move me, this also happened when the pop up was talking about the floods for that turn.
The sound for the flooding is very off putting compared to the music, which sounds great
I didn't experience the issues others have reported about actives as both the mage and the druid did almost exactly what I was expecting after reading their tool-tips. Movement was clunky though as getting the game to accept the tile I wanted to go to would sometimes take a few clicks and on one occasion my mage just launched themselves into the flood tiles for no apparent reason.
Overall it was a fun experience only problem I really had was the scout active and the occasional fight with the UI
(Like everyone else I didn't figure out what to do, your video is good for that :ok_hand: )
Edit: watching the video helps at least.
- I wasn't able to pick up the child (so I wasn't able to win the game)
- Sometimes when I tried to choose an action the turn would suddenly be over
- Sometimes I wasn't able to choose an action and had to pan around
- No way to end a walk action if you didn't use all movement points (only with 'end turn' but then the second action gets missing)
The music while nice at the start gets kinda annoying after the xth repetition.
But yeah, a lot of potential here if you manage to explain the way its played a bit better.
Good job finishing the game though. I would love to play a more when it is more polished :)
There were some clicking issues with the menu but they were negligible, I liked the art and the music.
Turn-based and hex tiles are the perfect choice for a game like this.
Apart from that I agree with what everyone else is saying, needs a bit more work in terms of UI and definitely requires an in-game tutorial.
- The info for what the buildings are and the special habilities of the children are displayed in the lower right of the screen and in a gray background. Positioning it over the buildings/children when hovering on them or on the bottom center of the screen with bigger white text would have made a huge difference.
- The teleporting special hability was a little bit confusing, I wasn't able to teleport other units. The highlighted hexes didn't stand out much. Adding an arrow in the final teleport location would have made it clearer.
- When making the provinces flood it would have been better to take out the control of the camera from the player.
- The mana should have been displayed as a UI element
- The movement limitations were a little unclear. A "actions/movements remaining" count or something similar would have made things clearer
- I also had some issues with the context menu. I had to click Move many times for it to work properly.
- The function of the action menu isn't clear at the beginning. A tooltip that points the current child's special hability when hovering over it would have made it much clearer. (And it would also fix the first issue that I pointed out)
As I mentioned before, I love the concept, I also liked the graphics and the audio and I enjoyed the game when I figured out how it worked, however, it could be way better if the points would have been clearer.
Great Job!
And thanks for the feedback on my game! It was very useful!
After playing a couple of turns and reading the instructions I figured out how it worked and actually got the hang of it a little bit.
For the UI, I wonder if an X-COM style UI would have worked better, where you see the action buttons for the character you have selected, instead of the context menu. And when you have someone selected, it would show you a picture of who is selected and the abilities/numbers for that person. Or did it need to be turn based - would it have worked out more easily with pausable RTS controls where you can issue different commands to the different characters?
Anyway, cool concept, I hope you get to refine it further!
Thank goodness for the video, which did help to outline what I was supposed to do.
I tried a second time and couldn't understand why my characters weren't allowed to move, what Mana was and why my characters just moved to a subsequent square when I tried to execute an action. I tried to use the Druid's action, but most of the time, this character moved to another hexagon and only sometimes allowed me to undo some tiles from their flood state. Anyway, I was just getting the hang of it and even unlocked the ship, but my scout sunk beneath the waves before I could get to it. Well, I did get to a tile and tried to interact with the ship, but the game didn't do anything and it kept bringing up the notification that the place was flooding. I think it was taking into account the other turns of the units I had lost.
I tried playing the game again, but the issues with the interaction and actions were frustrating. Finally, I used a scout to interact with a Tower and got this nasty popup:

thus leading to the game freezing and not letting me do anything else.
At that point, I decided I was done playing this. Not that it's a bad game by any means; I just don't think it's the kind of game for me. It was definitely interesting though, since I don't think I've played one of these board game-esque type browser games before. I like the look of the game overall; the pixel art style characters on this sort of isometric board. It's very pretty to look at. I also like what you did with the music, what with the extra layers to the same loop being added as you light up the towers. That was a great touch.
I can echo the comments above that this isn't really the kind of game one could learn just by reading the instructions on the game page alone. Without the video, I think I still would have been super confused as to what I was doing.
Fantastic overall. Also huge thanks @occultone for the heads up on how bad my game lags, I fixed it thanks to you <3
So I played your game and it's definitely one of the most complicated games I've see so far. A very ambitious game concept for 72 hours.
As some of the comments have mentioned there is some execution flaws. I'm having issues with characters moving when I go to click 'end turn'. I also can't seem to progress any farther after getting the scout stuck in the water. I can't use any actions and I don't see a way to pass their turn.
In general there does need to be more UI and feedback on what's going on. For example, I can't tell if I can only use an ability if I haven't moved yet or if it's bugged.
I do really like the visuals, though maybe an option to zoom out a little would be nice. The fancy looking font is interesting but a little too thin to easily read in the UI. I love the music, but the sound effects are oddly arcade like.
I would love to see this game once it gets polished up. It has a lot of potential, it just seems to be a lot to do for a weekend jam.
I played this twice, on two separate occasions. The first time, admittedly, I was pretty lost and unsure of what I was supposed to be doing. I took a break and came back and made quite a bit more progress the second time around.
First and foremost, I loved the music. It not only set the audio apart from a lot of the other entries, but it set the mood of the game perfectly.
I like how you had little objectives around the map that were usually pretty worth walking to for their benefits, it added a nice touch and an extra dimension to the game play.
I would say that you and I both had similar challenges in the way of communicating our game's instructions to the players though in-game insturctions. For a simple game, this isn't usually an issue but your project was pretty ambitious. You guys got a lot of depth (and atmosphere!) into your game, and knowing how to take advantage of all of it from the get-go would have helped.
This is a game that would / will pop into my mind 6 months from now and make me do a google search for it to see where it's at in production. I feel like I played a really good prototype of a game that's going to be really special when it's finished, and I'm looking forward to that!
An in-game tutorial wouldn't be hurtful, that would probably help a lot for people who didn't understand the turn-based system at first. Interesting mechanics that were fun.
The graphics were really innovative and good looking too, the 3D effect combined with pixel art was very unique. The music was really nice and most sound effects worked well but I found the white noise sound effect when the ground collapsed very obnoxious and made it hard to focus on the music but other than that the audio aspect was really good for this game! Great job!
I would suggest making the active ability visible while the context menu is visible. I suppose it doesn't matter long term, but just jumping in, there's some disconnect between buttons and what happens.
I really liked how you used the theme here. Lots of us made small worlds - but your fundamental design challenge was about the small world shrinking around me, which was taking a step further and I liked that.
I think there are a lot of little things that were sort of rough, but fortunately you delivered enough of an interesting experience, plus had nice graphical styles and sound/music to make up the gap. I guess that my critique portion of feedback would be that the pace of the turns was a little too slow, having to watch the sinking over and over, plus I struggled a bit with the lack of transparency in the mechanics/UI. So for example it wasn't entirely clear to me why I could or couldn't use the druids ability, and at even more basic a level it took me a while to understand the movement system, sometimes it felt like I had extra moves... but eventually I realized you can take partial moves and a "move" action really allots a set of cells you can move, that it's still one action even if you take it in two or three chunks. Once this was clear it was fine, it just threw me as I was learning. I also got a bit stymied with selecting the target for the scout's teleport, because there wasn't really a selection confirmation, so I wasn't sure what state the game was in.
Eventually all that stuff became clear to me, so it was really just with the newb's eye that it confused. I bet if you watch over someone's shoulder who has never seen the game before, and say nothing but just watch them, you'll quickly be able to pin down what misunderstandings they have, though, and that could totally be cleaned up. I do think it needs a bit of love in that direction though.
Anyway, once I got past that bit of confusion and got to the meat of it, I really enjoyed this. Could stand to double the pace personally, though. The procedural generation might have gotten me to play one or two more times even after I beat it, if the pace was quicker.
Nice entry with cool strategy mechanics grounded well in theme and offering several different abilities, as well as cool art and sound - this is a nice entry you should be proud of!
It's very hard for me to understand the game without a tutorial and you must add more feedback for the interactions.
Greet job
But I have only compliments to the rest: beautiful, very polished and fresh approach to theme. Nice entry!
Your game is very pretty but the gameflow and interface is a bit confusing. Try out that other version for some ideas.
The graphics and the sounds design go well together, it creates an atmosphere that fits nicely with the lore of the world.
But some others already pointed it out, it is pretty confusing to get into the game. I had quite hard times to move around trying to activate the towers. A bit more feedback when playing would be really appreciated, like end of a turn and so on. Another thing I noticed is that with some characters, when I was moving them, they could walk quite far and the tile was almost a bit out of the screen, thus I couldn't see clearly where I could go (mostly when going at the bottom of the map).
Still congrats for this game! :D
And Anyone I may have missed! Thank you all for the fantastic reviews. I spent the past 48 Hours curating your reviews and cutting them into usable data (See my Word Cloud Meme for examples of this), and implementing fixes based on all of your input. I’ve pushed an updated we’ve entitled the “Ancient Technology” Update, and I hope you’re willing to come back and give our game another try!
The Original Jam version is still featured prominently for our purists, and all the patch notes are featured in the Itch.io Forum… there’s a LOT.
Thank you all so much for the reviews, if you decide to give us another try, please leave comments below so I might further improve the game. We’re really hopeful we can place well, if we do we may move to fully flesh out the entire game and release it as something really awesome.
There were some UI problems, but I feel like those have been adequately addressed by other commenters. My main problem was really just that it wasn't always clear ahead of time that there were problems impending. For example, when my Scout died for no readily apparent reason. I assume he drowned, but the tile he was in wasn't all the way sunk, and anyway the mage could stand on similar tiles just fine.
That said, this is just superb, big props for getting this made in just 72 hours!
Cheers
The Bad: The only noteworthy issue that I had with the game is that the interact button was messed up. When I hovered over it, it displayed the wrong thing. For example, when I was interacting with one of the towers, it said something along the lines of "Pay 1 mana to activate ancient defenses." This was not only the wrong text, but it costs more than that to activate ancient defenses. It was a minor bug, which didn't take much away from the gameplay, but still a bit annoying.
The ~~Ugly~~ Suggestions: I would have liked to see more cards than simply the Tremors and Good Fortune cards. It made the gameplay a bit blander than it could have been.
I see this scoring very high and possibly getting in the top 100 LD38 games. The only thing it may score low on is Humor, which I would have recommended you to opt out of. I say this because some people may score you low on humor, and then take the average of all of the scores and put it into overall, possibly bringing your score down.
Anyway, a couple little nits to pick. I'd really like to see the action icons near the active character rather than off on the side. I sat there mashing on characters for a while before noticing them (the buttons don't exactly stand out, either). Randomly generating the map seems like a bad idea for a puzzle game. I guess time will tell, but there does seem to be a pretty wide variety in heights it can throw together. The intro tutorial window is quite an infodump (and an unformatted one at that). I would have liked it on the Esc/Pause menu to refresh my memory (Kudos on having the time to have a pause screen at all, though!). It also takes far too long for the 'sinking' phase to pass (and the sfx is grating), especially endgame where you have to sit through it twice in a row. Standing NEXT to a building to interact with it is counter-intuitive to anyone who's ever played a strategy game.
Now I'm sure I'm going to be the polar opposite to the LD crowd that thrives on pixel puzzle platformers, but I really disliked the art for both the terrain and buildings. It is an interesting experiment, but, man, did I find it ugly, particularly the ground textures. There's some nice pallet-shifting animation on the castle to give it a bit of life (which is great!), but you spend too much time staring at them too closely. Too low res, maybe? I didn't understand the icons over the character's heads, either. I really had to stare at the crown icon (I think its a crown. The 'I'm holding the baby' icon) before understanding what it was. The province borders, once I figured out what they were, were so distracting as to drive me bonkers. Static lines on the map would have been just fine.
Um... Geez, I'm sorry. I honestly didn't expect to rant this much.
It is a very interesting experiment, both visually and mechanically, and simply oozing with polish (maybe a bit too much polish? (Looking at you, province borders!)), but I feel the game itself has a long way to go.
Seems like you did a lot of things in this small amount of time, great effort.
- Graphics of the game is cool :)
- Initially i didn't understood the game then i came and read the comment in this page and went again and played i enjoyed .
- such a complex game in a very limited amount is time is really appreciable
- Unique concept In this jam played so far
I'd suggest adding some sort of hilighting or visual cues on the active characters - it'd make the start easier, and perhaps try to hilight the way interactions work a bit more. Now it took some trial and error, although it's simple enough. Overall, a great game :)
The initial phase of gameplay is cool, but nothing happens for me once I reach the ship. It did spawn on me, so that may have caused the problem. I may make another attempt later.
Illustrations and more variety in the calamity cards would be good. It seemed they were nearly all "tremor"
I assume you were referring to my comment since mikea's comment didn't mention any issues.
I can't recall exactly, but I believe the button was greyed out.
How to escape? I lose two of my heroes and after i reach the ship game is not end. In any case good job!
This definitely has a board game feel to it, and the mechanic reminds me of Forbidden Island. I like the multi-character puzzle-like aspects and the overall mission is fun. I drowned about half of the island befoe I got a hang on the controls, though. This game is incredibly polished for such a short competition. Would love to see this as a board game.
**This is a great game!**
But there were a few things that could be better:
First the fact that the Mana Generator looks exactly the same as the Ancient Defenses, and since none of them are mentioned in the readme, I didn't even know that the generator existed in the beginning.
Also it took me a while to figure out where are the action points and mana displayed.
And unfortunately I encountered many bugs in the WebGL build:
- I can only click on the left side of the ability button
- The ship teleported to a new location at the start of the turn and the "Calling the Ship" message was shown.
- Couldn't Interact with the Mana Generator on multiple occasions.
- The scout's teleportation didn't work on the Druid with the heir. (*Is this by design ?*)
- After moving to an Ancient Defense Building and Interacting with it the turn not ended automatically, I could click on the move button but could not move.
- The Interact button showing wrong tooltip, and sometimes not working. Its like the game logic thinks the character stands somewhere else.
Also after barely surviving sinking of the whole Island where my civilisation lived, I would probably build my city next time somewhere deep inside the mainland.
But who knows maybe the last heroes of Atlantis are total island freaks! :smile:
Presentation was great - simplistic but with enough interesting touches to give life to the game (the board animations in particular). You did a great job of guiding the player's focus and highlighting possible moves. Music really fit the tone of the game and I really liked the subtle build with each new tower getting activated (but then again, I'm a sucker for anything like that).
The foundation of this is solid and I could definitely see some really deep gameplay come out of developing this idea further. I definitely hope you keep going with it.
The UX could use a bit of polish. The thin black text in the hint boxes does not have enough contrast to the gray backgrounds. Also I'd prefer it if the hint boxes and command pallet appear next to the things they related to, instead of at fixed positions on the screen.
Finally, the constant sinking of regions creates a tens claustrophobic feel. It really captures the sensation of a hastily declining civilisation.
Here's a link of the only picture I have, along with my very messy house full of Jammers:
https://scontent-iad3-1.xx.fbcdn.net/v/t31.0-8/18077123_10208770630374303_4550694765061379831_o.jpg?oh=be28fd7b7f9192a31d80ee8ebcc5d84e&oe=59911C88
In any case, I think I grasped the overall strategy and I think the immersive feel here is spot on. Was pleasantly reminded of Greed Corp (what with all the collapsing hexes), as well as the boardgame Forbidden Island. I'd be interested to see where you take this, given time to tighten the UX and presentation.
@meenners , @mikea , @veralos , @codechomper , @sagarpatel25700 , @jin47 , @zebrainflames ,
@wisstopher , @ectucker1 , @yyam , @powerspark , @kate-kligman , @devpaul , @daniel-conway ,
@caterein , @atmospherium , @wtoa , @mooncalf , @skosnowich , @jordgubben , @schizoid2k , @novodantis
Thanks for the feedback guys! I've been hard at work curating all the new data and looking into bug reports and the like and all your input went into this latest update. Thanks so much everyone!
@porcus-pie : Thanks for the input, I'm glad you had fun! We're actually starting to look into getting a totally new gui designed to fix all these issues.
** what could be improved **
I haven't play enough to really give you feedback on balance. Seems rather hard, but that's the whole point. There's many aspects to look out for, including different hero abilities, so I have to spend more time with it.
Visually, ability to zoom in/out would definitely help.
When it comes to polishing up the graphics / visual presentation, there are a few easy things you could do to make it more consistent /polished
1) players feet at the centre of hex instead of somewhere near the bottom would make their position clearer, and visually better (wouldn't look like sprite on 3d plane)
2) buildings bases looking more 3d (i.e. towers especially) and aligning with hex on which they stand on -
3) Working with scale to make it look more pixel-perfect
4) UI polishing, but that's a more complex thing - somehow, I feel that darker panels with gray-white font would actually do better, but that may be just my taste ;)
Jam-wise, you did a tremendous job. A complex mechanic like that must have been a pain to code, especially with all the events and map, so very well done. Mood and vibe is clearly there, you captured the situation of a dying civilization well, and the calamity system works just fine.
Actually after a few playthroughs still the only things I clearly see could be improved are matters of graphics consistency / polish (ones I mentioned before, and standard things like consistent fades and so on). And that's not really a Jam issue - in jam it's the mechanics that count. So well done, and keep updating!
If I find something that could be imprved mechanics-wise, I'll let you know :)
Cheers!
Interesting game, keep it up. Also, nice metrics post, its always interesting to see some stats. :wink:
Very cool game, impressive concept. I love a good strategy game, and this one had me from the start, as soon as I figured out what to do.
The art style, using 3D hex grid with pixels was something very cool and unique.
Slightly buggy, where I couldn't do any actions even though the buttons were not grey.
Amazing job overall!
EDIT: Oh hey! Unity Analytics broke something! Gonna have to disable that and do a rebuild. Not sure what went wrong, gonna file a bug report.
I missed a "How to play?" Or tutorial level with a little summary of the gameplay.
Good job!
Scout
Can move 6 spaces each turn (instead of 4).
Ability: Teleport self or other in same Province.
Ability cost: 1 Mana.
Because right now it's not clear what the "1 Mana" is in reference to.
The game is very nice visually, though some more diversity between the building designs would help as currently I had to click on each building every time to see what it was. The gameplay was a good challenge and forced you to use a lot of strategy, I was able to succeed once but I got lucky with the ship spawning quite close to me. Other attempts left me stranded as I'd positioned the wrong characters in flooded parts of the map. The flooding and the small map was a good take on the theme, you definitely felt like your world was shrinking as you ran out of land to move around on. Some of the random events were pretty punishing but that is part of this kind of game.
Overall, an enjoyable game that looks like a lot of effort went into it. It's just let down by the initial learning curve, which is steep due to an unclear interface rather than the challenge of the game itself.
Presented in a lovely way. I loved the 2D sprite characters within a 3D world. They were also well animated for the various actions etc.
The music was pleasing.
I didn't really know what I was doing at first but I read the page and the tooltips helped a lot.
I think this has a lot of potential, and with a more intuative ui/tutorial rework I imagine this could really lead to an awesome full game.
A beautiful game with real potential.
Thanks for creating and sharing!
Nothing else, just awesomness...
Shameless self-promotion: https://ldjam.com/events/ludum-dare/38/lil-hunt
The mood for this is so spot on, it's super nice. Love the look and feel, the music and the graphics work well together. I kind of felt... a mixture between melancholy from the atmosphere and stress from all the land being swallowed up around me. In a good way. :P
Like others have mentioned even with following the instructions I wasn't too clear on what I was doing, and why I couldn't do certain things. Had to do some trial and error. But I imagine clarification and feedback would come with time and playtesting, if it's something you were interested in continuing with (which I'd be well up for seeing!)
Fab job overall. And major kudos for all the games you've been rating that's one hell of an accomplishment on top of your game!
Great game. It must have been a real effort to translate a board prototype into a game like this, even more so with a Game Jam time limit. Amazing job!
I was a little disoriented at first. I didn't find UI very intuitive.
However, the hexagonal grid is great and sinking tiles is a really cool effet.
Nice graphics too. One of the characters reminded me of the Ghost busters. :)
Well done!
https://www.youtube.com/watch?v=pcx-zIJDIVM