Shipwrecked on Robot Island by Bitten Toast Games
Shipwrecked on Robot Island combines Historical Fiction with Science Fiction in a battle between Vikings and Robots!

You're Shipwrecked on Robot Island, you have to open the gates to progress and find another ship to leave this island! Do you have what it takes?
A game made by Daniel Snd, Kristina Vandale and music/sfx by Thiago Adamo.

Devlog day 1: http://snddev.tumblr.com/post/173172936129/ludum-dare-vikings .
Devlog day 2: http://snddev.tumblr.com/post/173206124539/ludum-dare-day-2-robots-and-vikings .
Devlog day 3: http://snddev.tumblr.com/post/173255836639/finished-the-ludum-dare .
| Windows | https://danielsnd.itch.io/sori |
| macOS | https://danielsnd.itch.io/sori |
| Original URL | https://ldjam.com/events/ludum-dare/41/shipwrecked-on-robot-island |
Ratings
| Overall | 262th | 3.778⭐ | 81🧑⚖️ |
| Fun | 266th | 3.667⭐ | 80🧑⚖️ |
| Innovation | 1003th | 2.825⭐ | 79🧑⚖️ |
| Theme | 1004th | 2.93⭐ | 81🧑⚖️ |
| Graphics | 67th | 4.438⭐ | 82🧑⚖️ |
| Audio | 236th | 3.643⭐ | 79🧑⚖️ |
| Humor | 484th | 3.062⭐ | 75🧑⚖️ |
| Mood | 397th | 3.493⭐ | 77🧑⚖️ |
| Given | 43🗳️ | 92🗨️ |
The gameplay is a bit repetitive, the dash also feels a bit stale.
Once I figured out that the dash is really important in combat I found the game to be quite fun.
A sneaky way of incorporating the theme which is nice, I'm not sure whether they're that incompatible in all honesty though. The controls are pretty tight here, but the axe hit goes a bit too sideways to my taste (you have to aim your left side towards the enemies to land a hit) and the gameplay gets somewhat repetitive, but all in all it is a very stellar entry. Excellent work!
The graphics are ok.
I would have love a shield or a side dodge.
The only thing I would say is that it's relatively hard to hit robots. You want to hit him but you have to be looking at him straight on to get him. That and when you get Attack + it doesn't feel as if you did more damage i think.
I say this but I found myself not being able to stop playing so... good job!
Very fun to play, really. You should make the attack radius bigger, that way it could feel not easier, but fair and better.
Congrats!
Game looks and feels solid, well done. The robots indicating the attack are a nice touch.
The music is pumping but a bit too much for me. :)
It's would have been fun to taunt the ennemies with the dash ;)
Love your music!
Great job!
PD: The animations feels so goood.
Generally in games like these, the player would have three slash combo that can take down a "regular" enemy while stun locking them. This helps the combat move much quicker and feel less clunky. It might feel like it makes the game "simple" but multiple enemies help pile on some challenge there.
Games like these do well with a sort of "auto" lock-on system. Basically, when the player executes DoAttack(), the player would turn to the closest enemy automatically before lunging forward with their swing (so long as they're within lunging range). This way they don't have to worry so much about lining up their attack. You don't need to make any of this locking on visible to the player, it should just feel like the game is predicting the player's intent and execute on it.
Just some thoughts for if you guys want to continue working on this game. It's a good framework, and I can see some potential here. Best of luck with your future projects!
It was a nice take on the theme and very well executed. Good job!
Please, take a look at my game too: https://ldjam.com/events/ludum-dare/41/confessional
please, check out ours game! : https://ifake.itch.io/guns-n-goals
It'd be great if you could check out our game too! https://ldjam.com/events/ludum-dare/41/rattys-stew-an-immersive-cooking-simulation
I had problems with the attack.
I loved the characters. Incredible art.
(Cristiano Garcia)
Art was great and so was the music. Good job!
I think you should have reduced the world space, it was fun at first but after a while got really repetitive, towards the end I was even getting sick of the music. I think it either needs more content or a smaller map with a tighter player experience.
The combat can be enhanced quite a bit. The sprint isn't the most precise way to dodge, and it's SFX isn't the best either. The low amount of damage the player outputs compared to the great number of enemies doesn't feel very satisfying. Sometimes the camera gets a bit lost but it's pretty rare, however the player gets easily stuck in the map. I think that the enemies corpses shouldn't have colliders it just makes combat more annoying.
On a performance level the game was actually surprising taxing, I don't remember the exact numbers but it took a whole lot of CPU and quite some RAM too. I could notice a lot of clipping for the trees in the map.
This is a good game with a lot of potential but if you plan on shipping it it still needs some polish.
Dan, Thiago and I (Kristina) have read every comment and will take all of these into account as we go forwards with improving "Shipwrecked on Robot Island". We originally were just doing this game for the Jam but are getting really excited with what it could be.
We'll be implementing quite a bit for full release but here are some of the changes we'll be making for that to be possible:
- More enemies and variations + bosses
- Smoother fighting (combos, larger arc, etc)
- We will be adding more skills and equipment. (Skills like whirlwind, healing slave, forward ram.)
- More islands
- Coin drops for the shop
- Possibly multiplayer (co-op and arena)
- Possibly "companions" Hawk, eagle, snake etc. that will apply buffs to your character.
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@sandbloom Thanks for playing! We will be adding a soft lock on enemy option in the future. Thank you for your comment or it wouldn't have been brought to our attention
@Keithdae Thank you for playing! We will definitely be adding more to the combat including combos and new skills. :)
@elHombreBanana Tehehe, also thank you will definitely try that out!
@Brillie Phan Thank you for playing! Will definitely add more enemies and fight combos (as well as more islands :O ) I'll (kristina) will be working on this while dan sends Immortal Quest out, super excited about what this game could evolve into
@LemonBalmGames Thank you for playing! We did stretch the theme a little ;). I know I commented on your game already but wanted to say again your art style is really beautiful, it's something I want to look at all the time on my desktop or have a poster :)
@Jaime Paz Lopes Thank you for playing, will definitely work on the dash and add more skills. :)
@CrazyHomeboys Shhhhhh... ;)
@Highsight Thank you for playing, all great advice! Will definitely work on these for the full release!
@tokkiseul Thank you for playing, a hit feedback on the viking is a great idea!
@Lex Thanks for playing, will definitely work on adding more monsters for release. The map is so big as I (kristina, game designer) don't have any programming/ 3d art experience so I made the map. Dan cut it down from about 3x it's size haha. Basically dan did everything other than map and audio ;)
@PixelUltimate :O Thank you for playing and 45 minutes wow! Will definitely need your feedback when we work on the full release, we usually post the game as we're working on it to https://danielsnd.itch.io/
@joekickass Thank you for playing, will definitely add some cool boss fights and check out your game! :)
@Ashtrail Thanks for playing, a lot is going to change for release. Please keep in mind this is a game that has been made in 72 hours - sleep, we don't plan on shipping a game that was made in this amount of time. Plus was also made almost solo by Dan, I'm Kristina the game designer and @Thiago Adamo did our music (might change).