Survivor Slots by PeachTreeOath




Instructions
Guide a band of castaways in a gripping game of luck and wits as you navigate a cursed island with your weapon of choice, slot machine reels!
- Spin your slots and click the arrows to move your slots to different resources
- Perform activities by placing reel resources ADJACENT and IN ORDER to each other
- Get through the series of quests to get off the island!
Credits
This is actually my first solo LD project, I normally run some fairly large teams. This was a pretty big challenge for me but it also allowed me to try some more experimental stuff. Hope you like it!
| Youtube | https://peachtreeoath.itch.io/survivor-slots |
| Original URL | https://ldjam.com/events/ludum-dare/45/survivor-slots |
Ratings
| Overall | 186th | 3.868⭐ | 55🧑⚖️ |
| Fun | 152th | 3.802⭐ | 55🧑⚖️ |
| Innovation | 38th | 4.208⭐ | 55🧑⚖️ |
| Theme | 213th | 3.802⭐ | 55🧑⚖️ |
| Graphics | 528th | 3.566⭐ | 55🧑⚖️ |
| Humor | 413th | 3⭐ | 51🧑⚖️ |
| Mood | 554th | 3.343⭐ | 53🧑⚖️ |
| Given | 37🗳️ | 96🗨️ |
Good job.
Yea I actually created a whole dialogue system where the characters would converse w each other and show their personalities but I ended up axing it cuz I was afraid there was already too much on screen. I'll have to port that to another game sometime.
The game had an unnerving pace to it despite having no music. Knowing I could take as long as I needed to plan out my decision but still had to deal with impending doom was a little worrying, but overall, I enjoyed the game quite a bit and can say that I haven't come across a lot of games like this on Ludum Dare.
I wish the game would have indicated which day I got out on on the ending screen. I nearly forgot and it would be nice to have some proof with a screenshot that I made it as far as I did, haha.
That aside, all this really needs is audio. Although I must say, it's hard for me to spend as long in games that have absolutely no audio as much as I did with this one. This is a pretty solid entry, all in all.
In any case, I love this and would love to see some sort of expanded version.
@philomory that really is one of my regrets lol. I thought about doing it but it required persistence between scenes which wasn't set up yet and it was 5 am so I just crashed. Thanks for playing though and ~10 days is very fast!
Very well designed, great pacing, interesting decisions.
It was very engaging to refine the slots and to build up characters as you go.
Ah, I'm just very impressed with the game. I would love to see more, like more options to influence the slots and more scenarios. Great job!
I could see this working with a variety of different visual themes if you ever were to expand it. Great game.
I did end up winning, but the victory page didn't show on what day I won, so I cannot tell you what day it was. Somewhere in the final third I think.
The art is clear, but one of my main pet-peeves with graphics that I always have to mention when I see it occured here: some sprites is scaled differently. There's blown-up pixelart sprites as well as sharp anti-aliased HD art and the lack of a uniform choice there is something I hate seeing. Sound, obviously, would have added a *lot* to the game as well.
All in all, a clever game that I think I am gonna play another round of!
*EDIT: I played another round and won on day 10.*
The Mechanics was something new and I liked it.
Really good Job
Well Done
Over all, a solid concept that could do with more options, combos, and content. But not bad.
Sometimes the arrows tripped me up on which direction they went (like, if they were "pushing" the wheel, it changes the expected direction), and I kind of wish there was some kind of highlighter for when you hovered over a castaway that indicated where they were in the icon stack. Obviously these are small QoL things, so no biggie. I did like how easy it was to tell what color represented a castaway just from the art.
It was really enjoyable and I genuinely had fun! I can see how this could easily be iterated on and expanded as well. Nice work!
I agree with the issue others described about not being able to see how many days I took on the end screen. And some audio would be nice, but time is scarce the jam.
Edit: My lucky turn 10 win

The initial state of turn 10 was close enough that I could spend 8 actions to move everything into place.
Really fun game - thanks for making it!
The intuitive behaviour of pressing the up arrow would be for the three visible parts of the wheel to move up as well, but they actually move downwards. However, the arrow direction matches the intuitive move direction of the "All Slots" interface. So they're opposites.
A way to reconcile them could be by changing the appearance: instead of clicking an up arrow, you click the top item to reveal it.
I managed to escape on the 8th day, with just enough actions after doing a beach party on the 7th day! I like the mechanics and there are some interesting ideas such as having to keep rats or storms around for the advanced tech and the tiger upgrade only usable once. I think from a balance perspective though, it doesn't seem that worth it to keep the rats around; I think it would be interesting to have more upgrades that let the player feel like they can mitigate the rng more (e.g. an interesting choice would be upgrading the number of actions vs an upgrade that lets the middle character move 2 spaces for 1 action).
Congrats on your first solo LD!
PS - I had to think very carefully about which way the arrows would spin the slot because I got it wrong sometimes.
But after restarting it and when I already had some idea what to do, it got more fun. Lots of planning needed, for sure. I got killed by demon gorilla, but it was enjoyable! I liked how the difficulty gradually went up.
I won my first game, but it was really pretty lucky. I was initially confused, and I think there were two key parts that I didn't get immediately. First, I didn't get that the slots list on the right was a map that I could use to figure out how far and which way a certain thing was. I just thought I had a 1-tile vision and sort of blundered around. Second, I didn't understand that my actions were impacting the tileset. For example in my first game I spent my early days trying to build rat traps even though I had no rats. I didn't realize the rats were tiles, and could be seen on the map.
After a bit it suddenly dawned on me how it worked and I was like "oh cool this is gonna be fun!" I assumed my first game would be a loss, but then I got a lucky spin on day 14 that I didn't really deserve:

So of course I was like well next time I'm going WRECK this game!
But the sword of variance cuts both ways. I felt smart by staying on top of vegetation, but the my mid-game bogged down, I was late getting the others on the team, and suddenly time was up:

That pic shows something that is maybe a little splinter in the experience: It's a bit of a drag to count out the possible future moves, cross-indexing between the goal to view the list, the faces to confirm the order, and then the map to see the spaces away. I'm like "ok this guy can go here, that's 3, then this one goes 2 and that one... okay not gonna work." A second feelsbad is the "nuttin you can do" moment. Like, you have 2-3 moves left but nothing can be accomplished.
Those are probably unavoidable and they weren't a big deal, but figured I'd mention them. In that last screenshot you can see I threw up my hands and just went for it because there was only one useful thing to do.
A couple of times I found myself wishing for a "bonus move" consumable, maybe I could make a certain combo to save a coconut for later and then drink it for a 1 move energy bonus or something.
So I played a little bit more, and here is my best run...
I got a nice early start and kept my slots wheel clean:

After that I invested in a beach party, caught a second one by luck, and that let me force a third!
Here I am walking off on Day 10, leaving the island nice and neat:

Overall this is really solid! I think it could use some cool sounds to take the interaction with the machine to the next level, but it's definitely the kind of thing that makes me want to take it for one more spin. The gameplay flows really nicely from the theme, and it's such an unusual use of the slots idea, making it really novel.
Great job on your solo outing!
I was probably most impressed with the amount of strategy you managed to fit into it in the time frame, the decision making between spinning again or forcing it was always a dilemma.
I'd love to see this idea expanded further, there's still a lot of untapped potential here with the slots mechanics.
Great job!
At first I didn't get which rats and storms I was trying to get rid off, they just didn't seem to disappear on the left. :wink: But at some point I got the idea!
Comparing the slots with the overview on the right and with the goals was a bit tedious, counting how many moves I would need to reach a certain goal. Perhaps hovering over a person's slot could highlight the corresponding slot on the right?
The background is nice, it's a pity it's hidden behind the goals.
Well done! :thumbsup:
I would love to see the concept be turned into a full game!
I wasn't able to win though, merely unlocking the guy with brains at the end.
To check if something is in reach (of 7 actions) feels restricted and gives me the right feel of mood of being lost and look out for stuff that I need.
I cant really point out what I'm missing here, but if I get a matching pattern its a bit unsatisfying to just 'complete' a task. I'm not sure what you could do instead / differently.
But overall I liked it. Well done!