I Sink Not by LDJam user 279497
Build a boat. Watch it go. In your journey, things will break, so make sure you repair them along the way. Will you last forever? I Sink Not.
How to play
Click in empty squares to build new ship components. Each component affects the overall ship differently (e.g. new hull sections help keep your ship afloat, while sails or propellers are required to keep your ship moving). As the game progresses, some ship components will require regular maintenance.
Gameplay video:
https://www.youtube.com/watch?v=CaItu_gfAlg
| Github Repo | https://github.com/welldweller/i-sink-not/ |
| Link | https://welldweller.github.io/i-sink-not/ |
| Original URL | https://ldjam.com/events/ludum-dare/50/i-sink-not |
Ratings
| Given | 73🗳️ | 84🗨️ |

If I had to suggest one feature/mechanic change, I would make it so that when parts break, you have to replace them with a different part altogether, so that your ship evolves as it goes along and you have to change tactics between maximizing floating/flying/speed
I made a boat! Love the art style and connecting those bits and bobs together, very well done!
My high score was 4700. I wonder how much better I could do
Heads up though! If you press "D" on the main menu a bunch of debug info shows up ;)
Like other commenters, I also thought that I had managed to game the system with this monstrosity of a boat, but suddenly found myself sinking quickly and had to rethink my strategy. I thought that I had a good system, but then I saw other folks in the comments with scores in the 10,000s, so I guess I have more learning to do! :)

I loved how you pan the camera across the boat as it sinks to the bottom of the ocean, that was a really nice touch!
It's impressive how "organic" the modular boat designs look, as if everything belonged in its place. Bravo!
Great entry!
Loved the Howl aesthetics, the concept, and the music too :smiley:
Felt a bit long in the end but the final part where you realize you'll never see your boat float again was so heartbreaking, totally worth it.

Seems like design idea, but for me 3 columns is not enough :(
Thank you for a great game!

-Tim
I like the art style and the simplistic but addicting gameplay, also got a chuckle out of watching the camera pan down underwater on failing, and seeing just how ridiculously tall the boat got.
Good game
Strengths:
- Beautiful to watch and listen to
- Invokes the charm of great incremental games
- Additions are simples enough that their purpose is immediately understandable
Possible improvements:
- I wish I could pay to remove some parts...or I might just be a terrible ship-builder...
Great job!
This game was really amazing. The really cute and pretty art, together with beautiful music and a very smooth gameplay made for a very relaxing and fun game. Everything felt super polished, and there was nothing to break the immersion. I really felt like some kind of crazy adventurerer that was making his own boat as he sailed. The only minor complaint I was that it sometimes was a bit difficult to see whether a part was broken or not, especially the bases. The hammer appeared on it after a while, which helped. This is truely a very nitpicky point though.
Really amazingly done! I had a lot of fun with this!

Lovely game!
Could be improved with more modules to make it more replayable and fun for longer sessions.
Overall, a neat concept. Good work!

Overall a really neat experience. I like the visual queues you get just before the hammer appears. Art is amazing!
The music and art are both great. No matter where I tried to build different components I never ended up with something truly ridiculous -- the fact that you have such a modular build system and things always seem to fit together is really impressive.
And the title!? Chef's kiss. I wish there was a "Title" category so I could give you more points.
Love the painted parallax background.
The boat graphics are very nice as well. Seeing a good amount of hand drawn style games this jam, and I like it!
Gameplay was fun. Had me wanting to try again to see if I could build a better boat.

As soon as the ship starts sailing, framerate drops to 2 FPS...
I had like a floating sky scraper with 42(?) modules.
I really enjoyed playing it.
Maybe add a feature to scroll, at some point I built too much and the new building places where outside the screen.
Also at the beginning I just randomly build and after 5 builds there were no more places I could build.
Maybe add a feature that you have always at least 1 building space so you doesn't get stuck or be able to remove something
"I think I just created a perpetumobile! Heck yeahhh!!!"

(\*Spongebob Narrator\*: Ten seconds later) Okay, maybe not :(
What a charming game! I love it! This looks like an interactable story book 🥺 (also together with the font and all) The graphics are so lovely and the soft music fit really well.
The controls are very self explanatory and feel smooth!
Sometimes the UI of the boat parts was exceeding the screen, but as we all know gamejams I suppose there simply wasn't time to fix this, so it's okay, no big deal :)
This was my most successful run yet btw :D (by just starting out and buiding and waiting for events to unfold, so no further forging, but I'll try that next :D)

Good job guys! A cute little game! I feel like this could be a perfect little puzzle game! (where you need to reach your destination) with the Story book style, you could add a little story too 🥺
That would be a brilliant app game I think!
I have a few downsides though, the best part is the building part, but it's only at the begining and the it becomes only a clicker game where you have to spam to be able to repair the bricks, either we should be able to modify our builds during the game, or we should'nt be able to repair and everything relies on the build at the begining. But here it's a bit an unpleasant hybrid gameplay, while the game has a lot of potential!
Achieved 30k but stopped clicking cause I was bored. But again, overall it was great, and I especially like the Howling Castle look ! (maybe it was an inspiration?)
well done
Small pic of my ship btw since I found it kinda cool
i had a lot of fun building a monstrosity of a boat, though it didn't do nearly as well as some of the others posted here!
absolutely excellent work!



OR, if you wanna go on with it from here, some sort of buy pieces/upgrade them as you go mechanic and a story to go with it.
Great stuff regardless!


We also have a lot of those in our game. :D
https://www.youtube.com/watch?v=ZafYagw5rRs
Oh and also I managed to turn on the (surprisingly polished :sweat_smile:) debug log by pressing "D" lol. Might wanna fix that.
Overall though, good job! I had a lot of fun playing and got to a high score of 5356.
My overall takeaway was that the game had a pleasant, but not astounding presentation. However, it had an extremely shallow core game loop.
The first thing that struck me was that the game did not seem to have an immediately intuitive and clear goal for the player to achieve.
Think of the player journey: I start the game, I see a ship, three squares, and some stats in the top right. My instinct is to click on a square and build something random. A hull? Sure. Now what? I see a timer that's still counting up, and a build number that's gone up to 2. Okay, let's build something else now. A sail? Sure.
And now I see what the game is (maybe?) about. Going far, right?
So I play around with the parts some more, see my ship going, and eventually run out of spots I can build.
...Now what?
Up until now things have been shaping up to be a fairly interesting game. Looks like I have a good number of options for what to build, seems like they all will have some unique effects on the ship. Great, excited to see how I as a player can now use this information to strategically make meaningful decisions to perform better, and to quickly see the results of those decisions.
...Except now that I'm done building, the game has become a very boring game of whack-a-mole. No more interesting decisions to be made, just mindless clicking until the ship sinks.
In my very first play through though, I never even reached that point. Just sat around for a while, waiting for something new or interesting to happen. I got bored of clicking on panels, so I just let the ship sink after 10 minutes. Unfortunately for a jam game, this is already likely beyond the point that a player will stick around. Most people would close the game here, leave a rating, and be done. This is likely a large part of why your game did not score well. It grabbed my attention, briefly held my interest, then quickly pushed me into a tedious, uninteresting gameplay pattern.

That said, there's a lot of interesting systems here. I played a few more times to better get a sense of what the various parts were doing. There's definitely a lot of potential. I'm actually not sure what you were aiming for in terms of overall gameplay though. What were the core design pillars? What was your vision? What was the player fantasy?
If it was intended to be a game about trying many different configurations to get as far as possible, then focus the game on that component. Make the primary goal extremely obvious. Cut out or drastically reduce the whack-a-mole, let the player extremely quickly see the results of their builds, then scrap it and get out to do a new one. Let the player build something, see how it performs, then build something new, all within 60 seconds.
If it was intended to be about experimentation and creation of novel ships and seeing what new parts would do, then add many more parts to the game. Add progression elements, allow the player to reach milestones to unlock additional content and play around with new things.
If it was intended to be about the execution in repairing and maintaining a ship as it (inevitably) falls apart, focus on that. Either make it either more strategic or more action-based. Either way, make decisions matter. Make execution interesting and not tedious.
If it was intended to be multiple of these things at once, make sure you have your scope set out at the onset. If you can only realize one of these gameplay pillars in the time you have, focus on that thing and do it well. Otherwise, you end up with a variety of mediocre gameplay patterns, which will do far worse than one narrow, but brilliantly realized piece of gameplay.
The art was pleasant, but a few things are a bit inconsistent from its painterly look that keeps it from being a stand out. The UI and build selection window definitely brings down the overall aesthetic as it kicks you out of this somewhat consistent storybook feel. With this type of an artstyle, you likely want a hand drawn UI as well to fit in. You can see some bits of art are more zoomed in and have thicker outlines, leading to an inconsistent look. The animations are a good start, but with this art style, I expected some more multiple frame animations, more than just translating sprites around. The particle effects and propeller animation greatly helped, and wanted more motion of the sails and the water against the ship.
The audio was nice, but the background loop was a bit dry and a bit short. The SFX was definitely a bit odd and felt out of place, particularly the sound effect for a hull starting to fall apart, almost sounded like a robot starting to say something.
Finally, on the tech side, I was astounded to see that y'all had implemented this game fully in vanilla JS. Super impressive to get this much done in vanilla JS for a jam, but we don't get points for technical excellence, do we? Think about using a game engine (could even be your own) if you want to get the most done in the shortest period possible.
First of all, I think the game concept is really cool. The idea of making a boat that's continually sinking and you have to keep adding new structures on top of the boat to keep it above the water, creating this comical ship that's mostly below water. The art style fits the game perfectly, and the waves specifically look really good.
But I think the main reasons the game didn't do as well is the following:
1. There was a huge visual bug with the hulls breaking and filling with water. Most of the time it wouldn't even display anything except for the *very* subtle sprite change which isn't very noticeable. It's a good system when it works (usually works consistently after surviving for a while for some reason), but with the bug I didn't even know the hulls were breaking until I turned on the debug info.
2. The components need a lot of balancing. The castle component hurts more than it helps and hulls take so long to sink that you don't really need anything but a couple fans to go as far as you want if you keep fixing the hulls (so stacking components to stay above water level just makes the ship sink faster).
3. The audio could've had a bit more to it. The audio was definitely good, but I think more people would've rated it higher if the sound effects had been more prominent (something like boiler sounds and a loud metal sound when stuff breaks).
4. The graphics could've been more dynamic. I personally think the graphics were great, but I think a lot of people would've rated it even higher if there had been more distinct animations for when stuff breaks, or if there was just more complicated, impressive-looking stuff going on.
That's all I have, I think the game was really good, and the biggest issue was just the visual glitch I mentioned earlier.

Also. Wow that's an insane distance!