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A jam submission

Lighthouse - The Storm ShepardView game page

Become a lighthouse keeper in storm-ravaged Europe – guide your ships, survive chaos, and brace for the next storm!
Submitted by Quinten, Cel, Penguinalicious, verysmol (@Smolsteroni), MrTibs, HoneyBones — 41 minutes, 34 seconds before the deadline
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Lighthouse - The Storm Shepard's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#313.9443.944
Graphics#1004.1484.148
Innovation#1093.6113.611
Overall#1533.5833.583
Theme#2503.5373.537
Game Design#2653.4443.444
Fun#6722.8152.815

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You are a novice lighthouse keeper in a post-apocalyptic world where the entire continental America got destroyed by a nuclear experiment gone wrong.
The shockwave of the explosion caused a massive tsunami that flooded most of Europe and Africa and Asia.
You are one of the few survivors and you have to keep the lighthouse running as another storm is looming on the horizon.

Did you write all the code and made all the assets from scratch?
The game was made entirely from scratch, including the code and assets and even the engine itself.
We are using just HTML/Svelte and TypeScript/JavaScript and (S)CSS.

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Comments

Viewing comments 40 to 21 of 45 · Next page · Previous page · First page · Last page
Submitted(+1)

After some days, I decided to come back again to finish the game and I did it. Cozy ending to a grim story haha, I like it, the lighthouse will protect us :)

This time I pay more attention to reading the dialogs and you actually get told what to do but not as an order, more like “you could do this” until you directly get told you need to store 25 of each item. Which maybe can escape our attention at times, like me days ago haha.

If you really want to avoid this for distracted players, maybe put in some part of the game the “Objective” button or something like “Current Objective” in the UI or pause menu, which isn’t needed but as an idea

(Also, this time I didn’t get a random radio dialog, where they say something like “it’s coming, ahhh!” or something like that while playing, I couldn’t read it last time because my boat crashed and I was tired)


About the movement, now that I read tips about how to move the boat correctly, it felt better and was easier to do stuff. I think I’m not much of multitask in this game because at maximum I could do like 3 boats at the same time, maybe because I got a bit scared of breaking them haha, it’s great to see that they don’t crash with each other and it’s fun to buy boats, seeing that they got better stats the more you buy it’s a nice touch

About the gameplay, it’s comfortable to play, to have it as a idle game can be fun, as for speedrunning, I don’t think it can be that nice, to be able to move your camera downwards the dialog can get in the way at the start and if you get a lot of items stored in the lighthouse, going to the left can be hard since you have the item table over the arrow. The RNG is ok, you can restart early which is good


Outside the speedrun things I said above, my only “problem” is that you need to do a lot of clicking to move the coins, only 10 per click in the lighthouse and when you want to move a lot of money or objects to get quick money, it can get tiring for the hand/finger, so would be nice if you could put a number and buy/pick that amount, moving all the money you need for the items takes long or as I said, it’s tiring. Which isn’t too bad, just as QoL would be nice

Well, I think it’s I have to say this time, I finished the game and it was fun to try to speedrun it to see the end. Last time I had an ok time, today was a good time now that I know how to move the boat and the kind of depth you can have when you want to optimize the game haha, good game! ^^


Developer(+1)

Thanks for the additional feedback means a lot to me!

>  “Current Objective” in the UI or pause menu,

This is something we haven't thought about yet, but it looks like a great idea we can add to the game!

> be able to move your camera downwards the dialog can get in the way

In earlier builds we had the dialog be forced so it was not an issue, but that felt horrible gameplay wise so we disabled it. We will see if there's a way to make the buttons not clip behind it.

>  it’s comfortable to play

That's the goal! I'm not much of a "pro gamer" myself and usually do reviews /& lots of Discord chat, I know it's not meta for jams, but.. This is a type of game I really like playing. 

> going to the left can be hard since you have the item table over the arrow.

I'm looking into redoing that entire top-left overlay to be more accessible & less overflow-y.

> it can get tiring for the hand/finger, so would be nice if you could put a number and buy/pick that amount,

Here I was thinking of adding a Terraria-like "hold to keep buying / selling", that should work nicely I think :D

As of writing you hold the #2 leaderboard spot gratz on that!

Submitted

Great art and sound effects. The game feels high quality and is good to get started. But with my attention span I couldn't play it for too long. Also I would have loved some more information about what I was supposed to do. I know this will be a great gam post jam. So will be awaiting your updates!! 

Kudos!! ;D

Submitted(+1)

I'M DETERMINED TO BEAT THIS GAME. 

Submitted(+1)

nice

Submitted (1 edit) (+1)

A great entry, but it's way to long and I'm speaking from exprience, also I would love a fast forward button as you can wait for a ship to sail for only so long befor you fall asleep, you are told early to supply the lighthouse, but you are not really told what supplying will acompish which seams fishy. But I can't be too hard on something made in typescript :V.

Developer

Thanks for playing!

> but you are not really told what supplying will acompish which seams fishy

You supply the lighthouse with 25 of each material & 500 coins in preperation for the storm, this is the "win condition" of the game, It'll list your completion time when you do. Had bigger plans for it but scope creep & time got the better of us.

> I would love a fast forward button

We were thinking of making the first ship way faster & hold way less cargo so you can get a 2nd faster boat more easily. As soon as you hit 4-5 ships there is almost no waiting time / downtime anymore.

The team and I will continue making cool engine-less Svelte/HTML Typescript/Javascript (S)CSS web games :D

Submitted(+1)

Great entry and amazing this was built without engine. My main issue would definitely be the speed of the game, but apart from that, it was a great entry. Beautiful art and atmosphere with a very intriguing start. Fantastic job!

Developer

Thanks for the feedback <3

We will try address the speed of the intro part by making the beginning boat way faster but much less capacity to try balance the speed early on. We don't want to make the first boat too OP as to not make the game easily beatable with just one ship though :)

Submitted(+1)

Cool game with great aesthetics and feel.

  • Amazing that this was built without an engine.
  • Sometimes when a ship would dock, it was difficult to click on the ship to navigate it, as the click would register on the dock instead.
  • The ship docking sound is great. Allows me to go to another tab, and come back when I need to do something.
  • Gives the feeling of an idle management game.

Well done overall!

Developer(+1)

Thanks for checking out our game!

The post-jam update already got some huge quality of life updates such as boats having a bigger Z value than ports, and the ability to select boats from the sidebar.

We want to continue joining more jams to improve our engineless gamedev workflow. :D

Submitted (1 edit) (+1)

This sure is impressive!

First off, great story, the most intense one I've seen in a game jam game


Second, the art is absolutely beautiful, truly stunning what you have done here


My suggestion ffr is to increase the speed of the game in general, i get its a boat simulator, but its also a game, and i don't have all day!


All in all, fantastic work!


Keep making games!

Developer

Thanks for the feedback <3

This jam we tried to focus a lot on story & interactive tutorial as this was lacking in my previous 2 jam games.

I also agree the artists Cel, Ducky & Tibs did a wonderfull job with the artwork!

The game speed goes up exponentially with more boats, but to balance it out we think a future update should make the first boat a lot faster but significantly lower it's capacity so you can get a 2nd proper boat faster.

We are continuously looking to improve our engine-less gamedev craft :D  

Submitted(+1)

astounding graphics, very nice concept, i like ur gameplay. Now, it's ur turn to try & rate us. Thank u. 


I liked the game even with my attention span of a 2 month kid

Developer(+1)

Thanks for playing & beating our game! <3

Submitted(+1)

Really impressive game. I would have liked it more if I could move faster on boat

Developer(+1)

Thanks for playing <3

Submitted(+1)

An impressive amount of depth and attention to detail! Great concept to build on, just recommend focusing on the pacing!

Developer

Thank you :D Appreciate the compliment!

Submitted

the game looks and sounds amazing. it's really impressive doing this with javascript and html.

i also loved the map, an amazing concept

my only problems is that the game feels to slow and could give some more information for the player as to what to do - what items should i store in the lighthouse etc

Developer(+1)

The map design is made by doing flood simulations on Europe ( 700m to be exact xd )

Developing games without an engine just using webtech has a lot of challenges but also a lot of perks, it's a great time :D 

As of now story hints you need 25 of everything & 500 coins to complete the game, but I agree this should be displayed in some other way too.

Thanks for the feedback :D

Submitted(+1)

This is really good. However, boats are way too slow. I think it would help if there was a way for the player to change the game speed at any time kinda like how it is in Rimworld.

Developer

Thanks for playing! 

Our current idea is to lower the first boats capacity and double its speed so you can get to a multi-boat stage of the game way faster.

I have never played Rimworld would have to look into its speed mechanic, but a speedup mechanic might be possible. Would just need a way to properly integrate it without the game being "1 boat-able".

Submitted(+1)

not my style of game but it is really apparent that a lot of work and attention to detail was put in this one!

I have just one point of feedback, the camera felt really slow, also I wish I could just move it around with wasd.

good job!

Developer

Thanks for playing! WASD / arrow keys to move the camera has been a quite suggested feature we will look into adding in the post jam update. :D We mainly were looking into making the game accessible and playable on both mobile & desktop :)

Submitted(+1)

keep at it and good luck <3

Submitted(+1)

Took me like an hour to "survive the storm", but that's fine, I just played it like an idle game while watching youtube. I honestly really like these sorts of management games, especially when they feature any sort of economy systems. Don't know why, just think they're neat. Also certainly didn't expect to see a game with the 'Sid Meiers Pirates' gameplay loop of running a shipping company.

The fact that I did play an hour should tell you all you need to know. I really enjoyed it. Audio design was minimal, but good, same with the visuals, and the gameplay loop was relaxing and very nice.

Well done!

Developer(+1)

Happy you enjoyed playing our game <3 

Did you by any change screenshot your completion time? In that case I'll add you to our leader-board :D 

We really enjoyed working on this project, and I'm already working on a polishing update to push post judging <3 

Submitted(+1)

Afraid I did not screenshot it :P it was like an hour and ten-ish minutes.

Submitted(+1)

I really like the art and the concept of trading and building a fleet. I just feel like it's too slow paced though, especially for a game jam game. I'm sitting almost blowing at the screen to make my ships sail faster. I also felt like the theme was not very incorporated, maybe there should be storms often to quicken up the pace of the game. It's a beautiful game with the art and clouds and I like the sound effects and music. It's very polished and I'm impressed how much you've managed to do in a week.


Good work!

Developer

>  I'm sitting almost blowing at the screen to make my ships sail faster.

Had me laughing a bit ngl, We had to slow down all boats a lot because there was no point in buying more boats.

But in hindsight we should have given the player the ability to get a 2nd boat sooner as this speeds up the game exponentially.

Theme wise is purely subjective interpretation, we have more of a "calm after the storm" lore-wise, but a new storm is on the horizon, so it became the new "calm before the storm" where you prepare the lighthouse keeper for the upcoming storm.

Thanks for playing & the feedback <3

Submitted

Game Design: The gameplay is fairly simple requiering you to go from a to b and pick up items while avoiding land wich is really hard to hit, Sadly boats cant hit each other so there goes a great oppertunity to make the gameplay more interesting. But what really held back the game are the camera controlls, they are slow and for some reason it goes faster when you move your mouse off the button(wich probaply isnt intended) other than that the game design is pretty decent, altho there are a few important elements missing in the comunication with the player such as showing a price tag for buying and selling items so you could calculate your profit e.g.. 8/10

Fun: The story seems liek a heavy foxus of the game and it starts of pretty good. The concept itself seems really fun and relaxing but because of the limited time the camera controlls feel clunky stopping the fun at a .6/10

Innovation: Its not the most innovative game as there are a lot of simmilar games, it reminded me a lot of some mobile airplane trafic controller game but its in a unique setting this time and has a few own ideas. 6.5/10

Theme: It doesnt reflect in the mechanichs. The storm part is implemented into the story, but unfotnitually the story is more about a break after the storm before the next smaller storm ? The story started really well with the calm before the tsunami hits europe but then during the actuall game it has already hit europe for somer reason 6/10

Graphics: I lile the color scheme, really fits the vibe, there are a ton of mixels tho making it look cheap wich could have been avoided, there were 3 artists so you should have had enough time for that but i know how hard it can be to manage a bigger group of people. The font doesnt really match but it still looks cohesive thanks to the colors. 6/10

Sound: The sound design is really nice, there are even audio settings 9/10

Overall its a good game jam game with a bunch of content but it does lack at quality here, Id normally let that pass but with 6 people it could have gone better, there might have been trouble in the team but I cant know that so ill round it up to a 7/10

Submitted(+1)

The beginning does feel a bit slow, and the movements of the boat a bit tricky, but I love the presentation and the mood

Definitely gotta finish it haha

Developer

Thanks for playing the game on stream!

Looking forward to seeing you on the leaderboard :P

Submitted (1 edit) (+1)

I'll preface by saying RTS usually isn't something I go for, but adding the time leaderboard on the side enticed me to really get into how the game works.

The ambiance is relaxing despite the sort of bleak story, and the foggy visuals accentuate both sides of that comparison to me, so it felt really well put together.

Moving my ships did feel a bit inconsistent. I think there might be a check trying to stop me from drawing a path directly over land or a town, but it also happened a lot when just clicking, so it felt somewhat random at times whether my command to move a ship would go through. I did also face the issue of getting my ships stuck under towns in my earlier runs, but it is avoidable.

I do like the randomization aspect, it really facilitates on-the-fly decision making and routing when doing runs. Though there are some truly evil seeds in there (no-one buying anything at the 4 nearest lighthouse shops) so I definitely cut some runs short just by looking at the map. In particular if one of the items needed was exclusive to a certain town on the top-middle-right.

Randomizing the ships on the other hand was interesting but a bit frustrating at times. In practice I often would just look to see if I got a good map, and deal with the hand I was dealt as far as ships came. A particularly not great first ship I got could only hold one barrel of water while also not being too fast. and I'm honestly not sure how good armour could be since I just avoided land wherever I could? Maybe it'd help me brute my way to that far off town if I tried it.

All that being said I appreciated the humor in the opening journal, and the chance to flex my routing brain muscles. I maybe could've done better if I was willing to deal with more ships at a time; but here's my best:

Congratulations on the game by the way! It is impressive, even moreso that it's engineless.

P.S. Appreciated all the random sea-based pun names.

Developer(+1)

Thanks for beating the game & attempting to go for leaderboard! As of writing you hold the #1 Spot!

> I think there might be a check trying to stop me from drawing a path directly over land or a town

Yes there is a check to prevent "land-boating & hover-boating" and try prevent getting a ship stuck on a node. I should edit it so if a point hits there it just vanishes instead of nullifying the route :) 

> Though there are some truly evil seeds in there

Seeds can be evil yea, but I do make a check to see that any run is beatable at boot! ( That being said there can also be blessed seeds ;) )

> Randomizing the ships on the other hand was interesting but a bit frustrating at times.

The ships are made using a normal distribution of statpoints between ( 10 - 50 ) the game randomly specs them into each stat, we wanted to make a proper shop updating over time and allow the user to pick a boat ( more statpoints would mean more expensive ) but couldn't in the remaining time-frame we had left when making the shop, so it just gives you a rng one for 100 coins.

We tried really hard to get the story & ambience to feel *just right* and are happy that this is paying off. <3

Glad you liked the game & thanks for the feedback! If you ever want to know more about engine-less gamedev feel free to contact me on Discord. <3

Submitted(+1)

The fact that this was made in HTML, Svelte, Typescript is madness. Everything looks amazing and if you said it was using a "big 3" game engine I'd believe it. The ambience is also set pretty well. It's been mentioned before, but the ship speed is a bit slow. That's pretty much the only critique I have for this. Really innovative to use svelte for this, and I didn't know you could do that.

Developer

Thanks for playing <3

As a WebDev that couldn't figure out Godot, I appreciate the comment that it's good enough to be able to fool you into thinking it's one of the "big 3". Drastically lowered ship speed on the starter boat as we didn't want people to neglect buying ships, but in hindsight should have made the first ship a *bit* faster so you can get into the main game faster, and maybe make it only have a capacity of 10kg to balance it out. :D

Svelte 4 GameDev has a lot of awesome aspects, especially UI & state management with instantly reactive variables. Only pain-point is objects & arrays sometimes needing a manual ping to re-render. Oh and CSS; Transform translate, rotate & scale can be a nightmare. xd

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