Mystery in Greensand Shore by barce
Embark on a beachside adventure like no other in Mystery in Greensand Shore When a mysterious green light :ghost: appears one night, a group of 10-year-olds wake up with no memory. With strange portals summoning creatures and adults missing, it's up to you to uncover the truth and save the day! :mag_right:





Credits
- Joaquin Volonte - Code
- Bruno Arce - Game Design
- Maru Silveira - Art
Franco Zucchi - Art
- Nico De León - Art
Bossfight and exploration music by David Renda
- Main menu music by sinneschlösen
| Link | https://jvolonte.itch.io/greensand |
| Original URL | https://ldjam.com/events/ludum-dare/55/mystery-in-greensand-shore |
Ratings
| Overall | 647th | 3.5⭐ | 28🧑⚖️ |
| Fun | 852th | 3.173⭐ | 28🧑⚖️ |
| Innovation | 750th | 3.192⭐ | 28🧑⚖️ |
| Theme | 928th | 3.192⭐ | 28🧑⚖️ |
| Graphics | 149th | 4.365⭐ | 28🧑⚖️ |
| Humor | 551th | 3.06⭐ | 27🧑⚖️ |
| Mood | 524th | 3.615⭐ | 28🧑⚖️ |
| Given | 25🗳️ | 32🗨️ |
In other areas, the music slaps (though after failing a battle, there was some bugs in the music engine), the writing is delightful, and the artwork is amazing as always. It's a treat every time to play your games, and I'm wishing this game the best of luck in the play and rate.
Here's the recording. Hopefully it highlights the knowledge gap I had, and what your team can do to fix it. Cheers!
https://www.youtube.com/watch?v=MHq4jCW0cqE
We really were aiming to try and make a unique combat, with all that it entails, making it interesting, explaining it without being annoying, keeping it fun and allowing player agency.
I can see it might get slow specially when there are many enemies, but as usual we were too ambitious on the scope and time for balancing was scarce :sweat_smile:
Thank you for making that video @100th-coin, after watching it I can see the balance of those combats is way too hard, but I am glad you could enjoy it nonetheless!
I see this combat system you guys created is very interesting, its good when you see new turn based systems being born, this one could evolve into a more tatical one, but it needs some feedback with hovers and perhaps some options to speed them up so it does not get too grindy and slow... I also imagine this with movement options, having movement being a big part of the strategy perhaps, idk, I know I would love to see that, big fan of turn based combat and my favorite systems I found in valkyria chronicles and also in child of light in the clever use of interruptions and attack order.
the beachy vibe is lovely btw.
The spritework is fantastic; there's so much character, smooth animations, great details, and really refined colour palette choices. The game really tugs at GBA nostalgia for me (cute throwback to Team Rocket vibes at the end). And hot damn is the music a bop.
I kind of wish there was more depth to the combat. The branching paths between rooms is such a neat idea, but I felt like it kind of just boiled down to smushing numbers together, and the winner was just who had more/better stats. It would be lovely to have an XP or stat progression, or maybe some kind of cooldown abilities to use for each character. Like if Bullseye could escape from a room, or Cherrybomb could push everyone in a room out, or Goldenboy could taunt everyone in the room. They all fit such lovely niches already, I just needed a bit more to chew on strategically.
Overall, though, I had a really great time. Very impressive game, and wonderfully polished. Thanks for making it!
The moving based on number advantage or "zone control" reminds me of a board game that I like a lot called "Root".
All in all, a phenomenal entry, great job!
A speed-up option for combat animations would be a great addition, the pacing can be a bit slow.
the camera during ranged attacks could be better placed. placing the camera between the target and the attacker would make a more clearer view of the action.
That said I enjoyed the game a lot, great work