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Oasis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Relevance | #22 | 4.646 | 4.646 |
Mechanics | #36 | 4.146 | 4.146 |
Music & Sounds | #52 | 4.063 | 4.063 |
Is it Fun to play? | #89 | 3.917 | 3.917 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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profour
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Comments
Found it hard at start, an it is not really intuitive, took me 10 minutes to find the shovel, and about 5 to figure out that there will be a shovel. Would be nice if the player would have like a chat bubble above his head where you are in an area where water would be and say something like, "I sense water" or maybe if the water wouldn't deplete so fast. but really nice music.
That was super cool! I love exploration games, and this was a good one! I think I found the things to the east, north, and south, but couldn't find what was to the west. Lord knows I left enough corpses out in the desert trying. Just super impressive for a jam game! It was really cool leaving messages and seeing other players' messages. I appreciated that time stopped while you were writing as well, but I wish there had been a way to click out of or go backwards once you started writing.
I also wish there was a map that was revealed as you play. I know that conflicts with the death marker thing, but I often had no recollection of what led to some of my deaths, or they happened before I found various items, so they ended up confusing me and/or getting ignored. Other players' deaths were doubly confusing without context. Maybe if they had symbols on them to indicate what items/upgrades that player had before death?
Anyway, I had a lot of fun playing this. Really great work!
Thanks for the detailed feedback!
Yes, currently there is only stuff east, North, and south. I wanted to add something to the west, but ran out of time.
The message screen will let you leave if you press escape, but definitely agree it needed better navigation. Time constraints again :(
I like the idea of having a map reveal as you explore so it feels like you are gaining something on every death. Likewise, player deaths showing their items is a great suggestion to give more context to what they were doing.
Thanks again for playing. I’m glad you enjoyed it!
Very good game! 10/10. I left a path to west in both oasis. I finished game in 22 minutes, and I dead 11 times. It is a very good idea those of messages. If you want, you can play my game: https://itch.io/jam/-pixel-game-jam-2024/rate/2718966
Really cool concept! Took a sec to understand what was going on but it didn’t take long to click. Excellent use of playroom, and awesome art too. Nice job!
I cant stop writing, being playing for quite a while and have no idea what there is beyond this start area, cant stop writing help me
The first objective is directly east from the starting area. Make sure to eat cactus and walk through shadowy areas so you don’t die. Glad you are enjoying the writing system though lol
Great game, reminds me of Journey; short, sweet, and simple! Had lots of fun!
Love the mechanic of leaving messages behind. Great art direction as well
The vibes are quite nice, starting out the game gave me nostalgia like i was kickin off a new game of civ6. Did not do very well or progress, but even wandering around aimlessly was enjoyable. I'm not sure if you get the dowsing rod later on or if I was missing something in the starting area. If I had more time I'd explore a lot more to find out. Might come back to this later, super creative and intriguing!
Cool concept! Big fan of the art style and the passive cooperative elements.
Probably wouldn't mind as a player some sort of beginner element that might spare you the first death (idk, some animal pops up that provides you with a bit of aqua or the tiniest raincloud hovers over you briefly lol), just because I felt my few runs always ran into a barren patch that I couldn't overcome before I got to more involved elements of the gameplay.
That said, if I owned the game or considered owning it, I'd give it a few more tries; just hard with limited time to play so many submissions to power through. Overall, though, a neat concept and really solid ambience of art style and the music.
Love the idea of the first death being prevented by a small rain cloud swooping in to help you out. If we decide to carry this game forward to something bigger, that is definitely something we will think about to make the learning curve a little less brutal at the start.
The game is pretty dope
I adore the creativity of this game! the community aspect was awesome! I love the art for the Oasis
Thanks so much for the kind words. I personally love games that instill a sense of community so I’m glad that you felt some connection there with others that played and left comments on the ground or walked around with you in the game.
All around very interesting. Love the messages concept and multiplayer of seeing others.
Insanely cool, had alot of fun running around with other people.
Gorgeous art + multiplayer !
Very interesting concept. The mechanic of leaving souls messages is very interesting. I'm assuming those messages were left by other players.
Yes, that is exactly right. I personally love the message feature in souls games, and thought this was the perfect opportunity to show its possible with the Playroom persistence API for the jam. I’m excited to see how the world starts to gather more messages as people add more information to help others out.
Very interesting. I might delve deeper into what Playroom can do just based off of this.
Like it.
This is really cool. I like the concept. The art is pretty too.
Nice job! Love the use of playroom, I was wondering if something like this was possible but didn't see how to do it with the docs. I guess I didn't read enough, didn't know you could have a playroom-hosted server with lots of players.
Ya, the way I used Playroom isn’t a documented feature, but I leveraged the ability to skip the lobby/matchmaking and directly use a common hardcoded
roomCode
that is shared for all players. That effectively creates a single persistent server for everyone. I also cut down the network data sync for a single player to be pretty small (~50 bytes of state update per second when moving) so having more players doesn’t require a lot of data usage for that single Playroom room.Oh ok nice, I wonder if that setup is scalable or not. I'm interested in making massively co-op games like this but haven't found an easy way to do it yet. Hmm does this mean there is no host/source of truth for the game state? (besides the room's persisted data) I guess for this game it doesn't matter but it would prevent a lot of other kinds of games.
Agreed, the hardcoded room is definitely not scalable to even larger numbers. Ideally, you would be able to shard the world, but I couldn’t find a good way to do that with the current exposed APIs in the short jam period we had.
Players are authoritative for their own state, but you are right that certain types of games need more server authoritative approaches (like League of Legends or Counterstrike). For a simple coop game like this, I think it is fine.
I think you definitely win the contest of best game with the name "Oasis"
Ah, a fellow “Oasis” enjoyer I see lol! I’ll definitely be sure to check out your game as well.