Fresneltic by Shoalmuse
You are the lone caretaker of a lighthouse and the one hope for your island. Focus your beam on incoming ships and use morse code to guide them safely into the harbor to grow your town. Watch out for enemy ships though. Sacrifice may be necessary to save your island!
Tools Used: - Unity 6.3 - Asesprite - Pixquare - Blender - CFXR - Ableton Live
| Link | https://shoalmuse.itch.io/fresneltic |
| Original URL | https://ldjam.com/events/ludum-dare/59/fresneltic |
Ratings
| Overall | 212th | 3.205⭐ | 24🧑⚖️ |
| Fun | 237th | 2.841⭐ | 24🧑⚖️ |
| Innovation | 55th | 3.81⭐ | 23🧑⚖️ |
| Theme | 45th | 4.214⭐ | 23🧑⚖️ |
| Graphics | 219th | 3.095⭐ | 23🧑⚖️ |
| Audio | 207th | 2.714⭐ | 23🧑⚖️ |
| Humor | 189th | 2.048⭐ | 23🧑⚖️ |
| Mood | 209th | 3.095⭐ | 23🧑⚖️ |
| Given | 19🗳️ | 18🗨️ |
* The difference between nudging slow moving ship to help them, verses the full maneuverable and nimble craft at full-steam. I was always surprised how, once I got comfortable, I was able to maneuverer a ship to chase down and tackle a red.
* "Learning" the morse here was so cool. I've played plenty of games that used it in some way, but never really lifted my eyes away from the guide in those games. This is the first game where I truly 'spoke in the signal' (of course, in this much limited command set). But it was so satisfying to just 'know' what commands to give.
* The sweeping vs focused beam is a such a cool little piece of diegetic UI, I love it.
I wish the ship spawns were a little more controlled in some way, perhaps a wave of friendly ships, then a few enemy ships - giving you time to play as 'benevolent traffic control' and then swap to 'okay, who is closest that I can sacrifice'?
When I happened to get spawns that lined up that way - that is when the game truly shined.
If you decide to take this further, I'd love to see some more complexity added as the game goes on:
* What if certain ships want to dock? What if two ship want to 'pair up and trade' in the water, and you have to guide them over?
* What if you have to 'defocus' the beam to detect hiding enemy submarines?
* What if 'radar' ship pass through, and you can park them in strategic locations to uncover subs? Or mine-laying ships? Or battleships that can act as stationary artilelry?
* What if there is some kind of risk/reward trade-off for "certain ships are higher priority, and I want to help them pass through quickly unabated. Other ships are more disposable, and I can have them wait around until I need them to kamakazi. Other ships might be willing to wait around a while - then get angry and try to leave?
Sorry - I'm rambling, not sure if any of that is helpful - mostly I just want you to know what a though provoking piece of game design this is!
Yeah - I hold this entry in such high regard - a perfect 'signal' entry - fantastic work!
It did feel like you have to hold the mouse button a bit too long for a dash in Morse code. At first, I often ended up sending something completely different from what I intended :)
The game was harder than I expected as more and more ships spawn, but getting the ships to the harbor felt satisfying as a result.
Thematically it makes sense the way the signals are implemented, but the only thing I didn't like about the gameplay was that it created a big communication bottleneck. You can't really quickly manage multiple ships because sending a signal and turning the lighthouse beam takes too much time. And as a result I often got into situations where I knew I was fucked already but I could really steer them away anymore. Would've been cool if there was a way to speed up the lighthouse maybe make sending signals faster.
Pretty cool entry overall though.
Overall was quite difficult, probably could be better if difficulty was scaling so youre not so overwhelmed by amount of ships