Karawan by Rongo Matane



Hints: * control with mouse * try to get wagons for all 3 resources * wagons have to be manually assigned to work an adjacent field * get a magus to cast world transforming spells and help with your journey
Made with Godot.
| Link | https://bippinbits.itch.io/karawan |
| Link | https://bippinbits.itch.io/karawan |
| Link | |
| Original URL | https://ldjam.com/events/ludum-dare/49/karawan |
Ratings
| Overall | 4th | 4.53⭐ | 150🧑⚖️ |
| Fun | 46th | 4.199⭐ | 150🧑⚖️ |
| Innovation | 54th | 4.166⭐ | 150🧑⚖️ |
| Theme | 187th | 4.142⭐ | 150🧑⚖️ |
| Graphics | 12th | 4.726⭐ | 150🧑⚖️ |
| Mood | 13th | 4.544⭐ | 150🧑⚖️ |
| Given | 47🗳️ | 51🗨️ |
The main gameplay loop wasn't as fun as expected to me, I think it lies with my impression that the game was stuck between two worlds. Either it is a puzzle game where every step matters and you restart often, on much smaller scale (Into the breach). In that case I would like to see the path forward or at least much larger radius. Or it is a strategy game where it's more about bigger picture (HoMAM). In which case I would like the world to falls apart much more slowly and caravan require less more food. But those are just my impressions, I hope it doesn't come across too demanding.
Still one of the cooler games I have rated.
@listonos not too demanding at all, this is the feedback i'm really looking for. I know/feared it doesn't play as fun for a new player as it could. If you know the mechanics and the world, it gets interesting - but that's not given for a new player. I agree that it does sit between the concepts you described, though i feel like it could work there, not needing to go into the "extremes". Can you please tell if you saw and used the view range upgrades, and the magus spells?
I usually just died of starvation if I tried to go faster in general direction of south east or died to tiles falling part if I took my time and collected food. I think not knowing the way and blundering around being too costly was the killer for me. I ended up dying after similar travel distance. There was one forest tile surrounded by mountains that I thought might be the way but by that point I had snake-caravan problem.
For the tile destruction speed, my intention is that you have to use the magus to slow that down, or otherwise be pretty swift about everything.
Yes, the forest tile is one possible path to beat the game (and you could even "spell" it away with land raise and flatten). You'd basically need to stock up on food, and then go into the pass. You could take shortcuts with the magus again, or basically just eat your caravan :D
Some here seem to have found it hard. I felt on the contrary, that I had all the time in the world. I saw some terrain disappearing, but very gently and it never really caught up to me. Didn't really need to make any upgrades either. If you were to continue development, it could be nice to have some tougher decisions to make. But that's my opinion. :) Great job.
I am sure there is a big difference between players - some engage a lot with the strategy part, optimizing routes and such, some rather just move around and explore.
I released the soundtrack on Bandcamp (for free) if you're interested: https://cameronpaxton.bandcamp.com/album/karawan-ost
First of all. Great job! The quality is out of the roof!
Pros:
- the whole concept is very interesting,
- the art style is simply amazing,
- the music is beautiful and fit nicely to the end of the word scenario,
- the game mechanic are easy to understand, and you can play pretty much from second run, instead of spending additional time to understand what games expect from you.
Cons:
- it was not obvious to me that you can make bridges with wood, and I lost two times trying to find a way around water,
- since you do not know map, at least not until you try few time, you are pretty mach destine to loose
- I find crystal not really useful, the best strategy I found was: farmers - wood cutters - farmers. It takes too much time, in my feeling, to get both miner and magnus and them worry about gathering crystals, for which most of the time you need to take additional moves, since they are not in your way. I couldn't find a way to win with miners and magus on board,
- with mentioned strategy, of 2 farmers and 1 wood cutters, I found second word to be extremely easy, and win it on my first try (compared to first word that I tried, I believe, 10 times or more).
- in one part of first map and most of the second map (I'm guessing that was the idea behind second map, to prepare for long travel, where there is nothing for long time), on long section with nothing around, it is quite "boring" (I couldn't fine better word for it, sorry :( ) to just fallow the path and have nothing else to do.
All issues aside. It was a lot of fun! One more time great job! :)
Congratz.
I am glad I played it. Super inspirational to me to see what some teams have been able to make in just 72 hours.
Would love to see this developed further.
One improvement I would make is for your caravan members to gather resources automatically as you pass them by, instead of having to click on them every time. I feel like that would let you think more about where you're going without having to double check if you've got all resource tiles selected.
I tried and failed twice, but still had a lot of fun :)
It's funny that in Russian gamedev there is a meme about the Karawans :smile:
It's difficult, but feels fair and I feel like I improved on my second playthrough.
You have made a fantastic game, please expand it and make a full commercial release; it would be an instant buy from me! Great job!
I like that it's a different approach to the 'unstable' theme and you have to use some strategy to manage all the necessary resources. The visuals and music also compliment the setting/story well. I think this could easily be developed into a larger game with multiple levels, perhaps including more variety of landscapes to traverse and scenarios to encounter besides villages (Ie. Bandits, other travelling caravans). Awesome job folks! <3
I have to admit, I have a soft spot in my heart for different forms of art about world ending and inevitability. Karawan is absolutely a piece of art, which is very rare for game jams. Dome Romantik was a gorgeous jam game, but this is pure art.
Speaking about game mechanics, I'll repeat what SneakyLemon said: the game would be more immersive if resources were picked up automatically, having to always micromanage resource picking is a little bit frustrating (and even more frustrating when you realize you forgot to pick up something).
My only small nitpick I could mention was a small bug I ran into where the head of my caravan moved on top of one of the other wagons, and the game crashed shortly after.
Make a full version, I would buy it immediately!
Any bugs and everything that would make this game lose points is just because you didn't have enough time to finish and polish it, and this is fine!
As a beginner in pixel art this game is extremely inspiring for me. Any feedback I could give was already said in previous comments. Please, take time to finish this game, it has so much potential for a full game in other platforms, don't abandon this idea!
May you all have an amazing career in game development, this is beyond perfection, seriously. <3
Btw, thank you for releasing the soundtrack on bandcamp!
The suggestions are also great, i'll improve that in the post jam version.
@suisou the miners aren't needed to win, but the view rang upgrade are nice to have, and the magus can be really helpful (his spells consume ore).
@rhoka yes, interesting points! It really seems there are two game modes underneath here, one being more about exploration and many routes, one being more like a puzzle game that requires specific moves.
@ashley-gb haha, i was really surprised with how fast we went. I had tons of time for improvements and polish, maybe because the underlying mechanics/programming is relatively simple. But i think it also shows that it was our 11th ludum dare. Our day 1 progress for reference (no gathering yet, but the basics were done), with half the day needed for finding an idea https://ldjam.com/events/ludum-dare/49/karawan/wrapping-up-day-1
@gloomyfolken hehe, i love "darker" scenarios too, somehow feels more significant/profound to me. Especially so since these themes are usually mentally blocked out in our lives.
@m1nus thank you so much, i'm really glad to hear the narrative worked for you. I'm no writer and not a native speaker, but i felt it would give the whole game a better context, and purpose to the journey. So i tried it, i think for the first time, and am really glad if it turned out enjoyable.
I played it through after ten or so tries. Nice puzzle/strategy system that I could play even more (given that scenarios were solvable more than one way). The musics and graphics made a mood that gave the feeling of being on a road adventure.
The spells, and upgrades spiced up the experience and I liked how there was more than one solution to the problem, so I didn't have to brute force the game all the way through. I would like a version with a bigger world where you would get a part of the map at the time so you could strategize your way through to the next unknown area :)
Great polished game overall!
But aside from that incredibly well done - nice gfx, soothing music, nice gameplay .. great idea... by far my favorite entry until now.. :clap_tone1:
:purple_heart: :dart: :frog:
To build a bridge, just guide your lead wagon over a water tile. If you have 5 wood in your inventory, the bridge will automatically build. Thanks so much for the feedback!
This is very well made!
It's a mix of puzzle and strategy game that really rocks!
The art style and music is fantastic and the mood and theme are very well met.
The only thing that I find, that could be improved is the style of the info message panels, since it breaks the pixel style a bit. But that really is critic on a high level.

Very well made! A very polished game, that deserves a high score.
Keep up the good work!
I managed to finish the 1st level but it took me a good 1/2h!
The desert level is just way too hard, no idea how to get through it ^^#
Mad you 3 could do this in 72h - respect, masterful
There is a minor sound glitch when you start the level and the ressource gathering mechanic ain't straightforward at first, but the depth of the gameplay is incredible - good job y'all :-o
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BTW I'm looking for a team to partake in the next Global Game Jam
I'm a Producer in Game Jams - I keep things organized and on schedule
Drop me a message on Discord **https://discord.com/users/320100445123117057/** [StrangerYann#1119], peace :slight_smile:!
you should be really proud of what you've made here, and if there is interest on your part I know for a fact that this game would perform really well as a full release.
all I can really say is hats off to you, it was a pleasure to play.
I had some audio hiccups on the browser version but overall i ran smoothly. It was fun and made me want to go back at it just after my runs, so thank you for making it ;)
Love all the polish and attention to detail in this! Really easy to forget this is a jam game while playing. I could easily see this working well on mobile too, I know I'd play it. Although I'd need a way to move the screen about the visible area- unless I missed that.
Audio is sadly always a bit buggy in the browser, only works well with the downloadables.
@mordrick Right now the UI is scaled up by 2 (so, each UI pixel is 2x2 actual pixels), so slightly pixelated. The problem for me was, that the game has a different pixel size depending on the current zoom level (either 4x, 3x or 2x the scaled up). I wanted to avoid having the UI more pixelated than the game or mix pixel sizes too much. I haven't tried yet how it would look like with 3x or even 4x, maybe that would be better.
@ursagames I'm very glad to see you here again! We kept our eyes open for your stream ;) It's great that you had some fun with it! We are still busy with Dome Romantik though, no time to continue with this for now.
@kalevrk i uploaded a mac build, but i have no idea if it works. It is a post jam version in any case, with the changes noted on the itch page.
@badpiggy oh wow, first attempt is usually doomed :D Did you see the view range upgrade?
@magic-mike yes - the sounds we use are from a sound pack, not created by ourselves during the jam. Cameron made the music which i really like, but sadly music is no own category so we had to drop out.
I'll activate the web build tomorrow again.
We're actually still working on Dome Romantik from LD48: https://store.steampowered.com/app/1637320/Dome_Romantik/
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1173717245?t=0h30m18s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
If you're looking for Godot-related game jams, check out the Godot Wild Jam.
Again, awesome entry! One of my favorites so far.
Graphics are awesome, gameplay mechanics are very cool.
Super polished.
Well done!
I encountered one small bug: One time I managed to somehow move some farmers on the same tile as my caravan leader and were not able to continue moving the caravan afterwards.
One other minor issue: In my opinion the auto-harvesting enhancement should be enabled from the start, as manually assigning workers to tiles feels a little bit tedious and does not add anything valuable to the gameplay. You should always be able to reassign workers, of course.
the game has a great mood to it. It's nice to see a retake on Oregon trail :). The artstyle is beautfiul and the music you chose fits really well. I haven't been able to finish the game yet but I'm having a lot of fun.
I think I agree with making it clear what the game is trying to be, as mentioned above by another player. I think the game would benefit from a pause mode like FTL so that you can clearly decide your moves. I also think each wagon should auto-harvest when adjacent to a harvestable node.
Either way, very impressive entry!
I also appreciate the Godot vibe going on here!
@ddrkirbyisq Hi there! Yes, automatic gathering is part of the post jam version, but only as an upgrade.
@future-labs-unlimited That's great to hear :) Regarding the auto harvest - i'm not sure. I thought about it before, and i felt that it might have a negative impact on new players, as they can roam around and be successful without understanding why, because it's automated. I thought that it might be good that they learn this by hand, and then get the automation for very cheap, maybe starting later scenarios always with the automation from the beginning. I agree that it does not add anything apart from that, but is tedious once you know what's happening.
@arya-s Oh, the game knows nothing but a pause mode. Nothing will happen at all unless you make one move, and then nothing happens again - strictly turn based. The tile removal animation can be a bit slow, so it might seem that this happened "during" the thinking phase. But i assure you, you have all the time you need. Agreed on the auto harvest, it's part of the post jam version via a cheap upgrade.
My only complaints are: for a quick game jam game, it can be a bit confusing to get used to so quickly, and the sound when you die is oddly grating and out of place with the rest of the game.
And about the auto-harvest: I think there's more of a negative impact if you *don't* include it right away. I think it'd be enough of a tutorial if the map can be set up where each new member immediately passes by a plot to harvest. Excluding the auto-harvest just introduces a bunch of extraneous clicking on new players just getting accustomed to the game
I really enjoyed trying to figure out the puzzles you set up. The magic system was a great twist to the formula, immediately adding several layers of options on how to optimize the stages. I beat the first stage fairly quickly, but the other 2 I couldn't quite get.
Out of all the LD games I've seen in a while, this one has the most potential for a full version and I'd absolutely love to see it. Amazing gameplay, and all the additional stuff like great graphics and excellent polish are just the cherry on top :)
Anyway, its a dope game, good job!!!
Nice work! :)
Lovely game as always. Had me procrastinating for half an hour. I found a spells description a bit confusing (switch flat ground, didn't understand what it meant until I tried it) I was barely using the spells, because I couldn't build up familiarity with them. They are pretty endgame and misuse sort of resulted in my doom. Which brings me to the last point. Sometimes I knew that I was screwed and had to do the 'ol suicide. A button would for that would be greatly appreciated!
- Mechanics are simple and incredibly fun to play with
- Graphics are gorgeous
- Audio is a bit buggy on the web version but awesome
- The game fits the theme perfectly
Maybe some more UI feedback wouldn't hurt and the auto harvest makes everything too easy too soon but it's still an awesome game, Good job!
Keep it up!
@strangeryann i saw your post before, and actually thought about if we could use a producer. Production is it's own art for sure. But right now, we are only 2 people (who made 11 jam games before together) + composer, so it's just working out, we found our flow :)
@peachtreeoath Love your comment, thank you so much! I don't think i directly pulled from another game, but i played thousands of games and are of course totally influenced by all that. Key for me was a picture of a pixel art hex tile map, which i saw after 6 hours of thinking about ideas with none of them sticking yet. This image immediately felt like i'd like to travel with a caravan. I knew i'd have a snake like movement and a crumbling world with that, and that there is some depth to that system. Harvesting only adjacent tiles became clear pretty fast, but i don't remember when i thought about the magus having spells, instead of him only activating the portal. So not exactly thin air, it needed the artwork to inspire the game - but the mechanics were intuition. I never played Oregon Trail, but i know what it's about and heard a lot of comparisons for Karawan ;)
Hey Chad @voidsay yeah, ideally i'd start you with only 2 spells and have more incentive to use them, with more spells being recoverable from wizard tower ruins or something like that. Right now they are fully optional, which also has it's benefits though.
@zsharpfire thank you! What UI feedback would you like to see added?
Great game! Took me a few tries to finally beat it. Maybe a bit too punishing if you don't do exactly the right path but tweaking gameplay and levels take time. I understand that.
@splitpainter Thank you :) We had plenty of time to playtest, and it was very important for the balance. Initially, the berries only dropped a single food once, not two food two times. That's a big leap, but got clear when testing the game quickly. I mostly had the concept of world 1 as is from the get go, and tried to balance the game around that. I also wrote a small post mortem for it, not sure if it covers what you asked ;) https://ldjam.com/events/ludum-dare/49/karawan/karawan-post-mortem