The Wait by devilqube
Breaking down on the way home was not part of Alan's plan. Deciding to walk through the forest and not realising how far it was, was not one of his greatest moves. Alan's only hope is to keep a fire he lit with his last match alight to ward of the cold and any forest creatures.
Collect wood to feed the fire and eat the tins of food littering the forest to survive until rescued. Just don't spend to much time away from the warmth of the fire .....
Movement: Keyboard WASD or gamepad stick. Items are automatically picked up / dropped.
Toggle Time to rescue display: Space bar
Created using Unity, Blender, Substance Designer, Reaper, FMOD Studio & Krita.
Character Animations are from the Unity Standard Asset package. All other assets created during the Jam.
Twitter: https://twitter.com/devilqube


https://www.youtube.com/watch?v=gwwiNBMX4j0
| Youtube | https://devilqube.itch.io/the-wait |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-wait |
Ratings
| Overall | 2442th | 2.696⭐ | 25🧑⚖️ |
| Fun | 2475th | 2.326⭐ | 25🧑⚖️ |
| Innovation | 2478th | 2.283⭐ | 25🧑⚖️ |
| Theme | 1610th | 3.478⭐ | 25🧑⚖️ |
| Graphics | 1927th | 3⭐ | 25🧑⚖️ |
| Audio | 1391th | 2.773⭐ | 24🧑⚖️ |
| Humor | 2019th | 1.567⭐ | 17🧑⚖️ |
| Mood | 2128th | 2.762⭐ | 23🧑⚖️ |
| Given | 13🗳️ | 19🗨️ |
edit: Also, let me add: why not create hand crafted world? This personal touch is lacking in some of those survivals. Maybe this in an additional story mode? Dunno, you tell!
1 - Mecânicas, Aprendizado e Fluxo:
A mecânica de manter recursos que acabam com o tempo através de explorar, coletar e entregar recursos na hora certa.
Achei interessante que tenha recursos distribuídos no coletor e também na "base".
Sobre o controle do personagem do jogador (PdJ): achei o giro um pouco lento em alguns momentos (mas aumentar a velocidade provavelmente levaria à instabilidade).
Em alguns momentos a lenha demorava para sumir da mão (não sei se era na saída da fogueira que ela realmente sumia, isso me deixou mexendo perto da fogueira por um tempo sem ter certeza).
As caixas de colisão das pedras atrapalharam o deslocamento um pouco.
Sobre aprendizado: não demorou para aprender o básico do jogo, para concluir eu precisei de duas tentativas.
Sobre fluxo: creio que o maior desafio seja realmente ir buscar recursos longe em um mapa proceduralmente gerado (ao que entendi), porque não se pode decorar onde estão os recursos entre uma partida e outra.
Apesar disso (que é positivo), creio que o fluxo não se mantenha após concluir o jogo uma vez (nesse sentido, não sei qual seria a saída para uma possível continuidade do projeto).
Para tempo de Ludum Dare o jogo foi muito divertido e interessante. Parabéns.
2 - Gráficos, Áudio, Narrativa e Polimento:
Sobre os gráficos, primeiramente falarei sobre a iluminação, não entendi totalmente o porquê, mas a lanterna não fazia a sombra da árvore "sumir" (hahahahah, isso não é um problema, só tive a incerteza de ter coletado algo na sombra de uma árvore uma vez e a lanterna me ajudaria com isso).
Achei os gráficos bacanas, especialmente em tempo de game jam.
O som ambiente ficou bom, assim como a narrativa.
Eu apenas apontaria que a dublagem lembrando jogos como GTA (PS1), LAPD (PS1) CS (PC) não me pareceram combinar perfeitamente (por parecer alguém falando pelo rádio).
Como o personagem estava (ao que entendi) sozinho, faria mais sentido para mim outra abordagem.
Digo isso como sugestão de polimento, porque para tempo de LD46 esteve muito bom.
3 - Cultura:
O jogo aproveita de interessados por sobrevivência e também leva em conta questões sobre problemas que podem realmente ocorrer.
Creio que existam formas de encontrar o nicho para entregar o jogo.
Caso mudasse o ponto central da trama em vez de estar perdido, para estar resolvendo o problema de outras pessoas (como se o PdJ fosse um guarda florestal ou algo do tipo), creio que daria para criar um jogo com vários estágios com desafios diferentes e desconectados, ou mesmo um jogo com narrativa específica montada.
4 - Monetização:
O jogo ficou muito bom como desafio para uma só rodada de jogadas.
Creio que se aumentar o conteúdo possa ser vendido para smartphones ou mesmo no Steam (considerando-se polimentos e pesquisa de nicho).
1 - Mechanics, Learning and Flow:
The mechanics of maintaining resources that run out of time by exploring, collecting and delivering resources on time.
I found it interesting that it has resources distributed in the collector and also in the "base".
On the player's character control (PC): I found the turn a little slow at times (but increasing the speed would probably lead to instability).
In some moments, the wood took a long time to disappear from the hand (I don't know if it was at the end of the fire that it really disappeared, that left me moving around the fire for a while without being sure).
The collision boxes of the stones hindered the displacement a little.
About learning: it didn't take long to learn the basics of the game, to conclude I needed two attempts.
About flow: I believe that the biggest challenge is really to get resources far from a procedurally generated map (as I understand it), because you can't decorate where the resources are between one game and another.
Despite this (which is positive), I believe that the flow will not continue after completing the game once (in that sense, I do not know what would be the way out for a possible continuity of the project).
For Ludum Dare's time the game was very fun and interesting. Congratulations.
2 - Graphics, Audio, Narrative and Polishment:
About the graphics, first I’ll talk about lighting, I didn’t fully understand why, but the lantern didn’t make the tree’s shadow “disappear” (hahahahah, this is not a problem, I just had the uncertainty of having collected something in the shade of a tree once and the flashlight would help me with that).
I found the graphics cool, especially in game jam time.
The ambient sound was good, as well as the narrative.
I would just point out that the dubbing reminiscent of games like GTA (PS1), LAPD (PS1) CS (Personal Computer) didn't seem to fit me perfectly (because it sounded like someone talking on the radio).
Since the character was (as I understood it) alone, it would make more sense for me to take another approach.
I say that as a polishing suggestion, because for LD46 time it was very good.
3 - Culture:
The game takes advantage of those interested in survival and also takes into account questions about problems that may actually occur.
I think there are ways to find the niche to deliver the game.
If I changed the central point of the plot instead of being lost, to be solving other people's problems (as if the PC was a ranger or something), I think it would be possible to create a multi-stage game with different challenges and disconnected, or even a game with a specific narrative set up.
4 - Monetization:
The game was very good as a challenge for a single round of plays.
I believe that if the content is increased, it can be sold on smartphones or even on Steam (considering polishes and niche research).
[edit] I forgot to mention that it's awesome that successive playthroughs start in new locations!
I have an updated version which I may post as a post jam version, I'm not sure a new control schema would be in the spirit of the jam.
One of the other ideas I didn't get to implement was wild animals, I imply them when the fire starts to get low via sound effects but it would be nice to maybe have them start to appear in the scene.
Originally I planned to have the whole weekend and Monday then ended up working Saturday and Monday so it didn't quite go to plan. Still I had fun taking part in the jam and finally managed to record the girlfriend's chihuahua for a sound effect.
Weirdest thing for me was the movement, but you can eventually get used to it. Still for this kind of movement (and possibly any kind of it) the collision boxes were way too small, so that made it really frustrating, especially when picking up food. Also weird glitch is when you stop moving but the run animation is still playing, as well as playing animation for putting the log into the fire while character can move again all around the place. You really should've checked for that!
Still pretty solid entry, random world generation is interesting addition!