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A jam submission

SanitizerView game page

Dive into the world of "Sanitizer"! ๐ŸŒŠ๐Ÿšค
Submitted by DrCharlesS_SCP, Ronaldo Wu, Yari Elizondo, Kimizx3, Blade Can Jump, no1austin โ€” 42 minutes, 7 seconds before the deadline
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Sanitizer's itch.io page

Game Title
Sanitizer

Developer Name
Sanitizers

Short Promo Blurb
Embark on an eco-friendly adventure as you navigate your boat through polluted oceans, collecting trash, saving trapped animals and restoring beauty to the seas.

Full Description
Dive into the world of "Sanitizer"! ๐ŸŒŠ๐Ÿšค Embark on an eco-friendly adventure as you navigate your boat through polluted oceans, collecting trash, saving trapped animals and restoring beauty to the seas. With stunning visuals and engaging gameplay, "Sanitizer" challenges you to make a difference, one piece of garbage at a time. Join us on this mission to save our oceans and experience the thrill of cleaning up the environment in a fun, immersive way. Are you ready to be the change? Play "Sanitizer" now and help us create a cleaner, greener future! ๐ŸŒ๐Ÿ’งโœจ

Promo Image(s)
https://drive.google.com/drive/folders/1br5xQAU7O3xN9avOA0lKRViXuK0GQ9c3?usp=drive_link

Promo Video
https://drive.google.com/file/d/1GzQ1Y2ivtpuVhlSdk-pFdHHE4f1TND2j/view?usp=drive_link

Artistic Statement / Use of Theme(s)
Artistic Intentions
Our artistic intention with "Sanitizer" is to create a compelling narrative that inspires players to take action against environmental degradation. By depicting a polluted ocean and the distress of trapped marine life, we hope to evoke a sense of urgency and responsibility. The game's mechanics are designed to showcase the immediate benefits of cleaning up the environment, thereby reinforcing the idea that individual actions, no matter how small, can collectively make a significant difference.

Use of Low-Poly Theme
We chose a low-poly aesthetic for "Sanitizer" due to its simplicity and ease of implementation. This artistic choice not only allowed us to focus on the core gameplay mechanics but also provided a clean and visually appealing style that aligns with the game's environmental message. The low-poly design helps to create a distinct and approachable world, making the serious subject matter more accessible and engaging for players of all ages.

Use of AI Art Generating:
In some of our 2D pixel arts, we have incorporated AI-generated elements. This may discomfort some individuals with strict artistic principles, and for that, we apologize.
During the production process, we encountered complex issues related to personnel changes and scheduling. To ensure the project could be completed on time, our design team decided to include AI-generated art.
Our intention in using AI generation was to better express the anticipated aesthetic harmony of the game in the absence of sufficient artistic resources, not to replace human effort. The flaws in the AI-generated artwork are also quite evident, providing a case for others to consider.

Inspirations
Visually, our primary inspiration came from the game Dredge(2023). Gameplay wise, we also drew inspiration from other environmentally-focused games and media, aiming to create a unique entertainment experience.

Development Summary
Development Journey of "Sanitizer"
Our team, comprised of three programmers, two artist, one animator, embarked on an ambitious journey to create "Sanitizer," a game where players drive a boat and pick up trash in the ocean. From our initial brainstorming sessions to the final product, our development journey was filled with both excitement and challenges. Here's a look at how our game evolved, the surprises we encountered, the pitfalls we navigated, and the hardest decisions we had to make along the way.
Initial Concept
The original concept of "Sanitizer" was expansive and ambitious. We envisioned a game that not only focused on cleaning the ocean but also integrated dynamic sea levels, an upgrade system, and interactive NPC dialogues. The dynamic sea level was a particularly compelling feature, meant to show players the direct relationship between environmental pollution and climate change.
Major Changes and Surprises
As development progressed, we quickly realized that our vision was too grand for our small team. The dynamic sea level, which was supposed to visually represent the impact of pollution, was the hardest feature to cut. Despite its potential to enhance the player's experience, we lacked the necessary manpower and expertise to implement it effectively.
Similarly, the upgrade system and NPC dialogues were also scrapped. These features required more resources and time than we had available. Cutting these elements was a tough decision, but it allowed us to focus on polishing the core gameplay mechanics and ensuring a smooth player experience.
One of the biggest surprises was how much we underestimated the complexity of integrating seemingly simple features. For instance, the boat's movement and collision with trash objects required more fine-tuning than we anticipated. Additionally, balancing the game's difficulty and ensuring that it remained engaging without the cut features posed a significant challenge.

Pitfalls and Challenges
Throughout development, we faced several pitfalls. One major challenge was scope creep. Our initial enthusiasm led us to constantly add new ideas and features, which eventually became overwhelming. We had to learn the hard way to prioritize and focus on the core mechanics that made our game unique.
Another challenge was managing our time and resources effectively. With a small team, each member had to wear multiple hats. Programmers were also debugging and optimizing, while artists were tasked with creating assets and handling UI design. This juggling act often led to burnout and delays, not to mention we having to deal with time differences.
Hardest Cuts
The hardest cut was undoubtedly the dynamic sea level feature. It was a unique selling point that we believed would set our game apart. Removing it felt like losing a crucial part of our vision. However, we understood that implementing it halfheartedly would do more harm than good.
The upgrade system and NPC dialogues were also painful to remove. They would have added depth and replayability to the game, but their complexity was beyond our current capabilities.
Final Product
In the end, our final product, "Sanitizer," is a simpler, more focused game. Players drive a boat and pick up trash in the ocean, save trapped animals, with a strong emphasis on smooth mechanics and an engaging visual style. Despite the cuts and challenges, we are proud of what we achieved with our small team.
Team Involvement
Our core team consisted of six members: three programmers and three artists. We also had occasional input from external testers and mentors who provided valuable feedback. While we couldn't realize all our initial ideas, the collaborative effort and shared passion for the project helped us create a game that raises awareness about ocean pollution in a fun and engaging way.

Release Plan
Future Development Plans
We are committed to continuing the development of "Sanitizer" until it fully embodies our original vision. Our future plans include:

NPC Dialogues and Full Storyline: We aim to add interactive NPCs who provide context and depth to the game's narrative. These dialogues will enrich the player's experience by offering missions, sharing environmental insights, and creating a more immersive world.

Player Progression: Implementing a comprehensive player progression system is a priority. This system will reward players with new abilities, tools, and cosmetic upgrades as they progress through the game, enhancing replayability and player engagement.

Ship Upgrades: Introducing a variety of ship upgrades will allow players to customize and improve their vessels. These upgrades will provide tangible benefits, such as increased speed, better maneuverability, and more efficient trash collection, making the gameplay more dynamic and strategic.

Dynamic Sea Level: The dynamic sea level feature will visually represent the impact of pollution and climate change within the game. As players progress, they will witness the sea level rise and fall based on their actions, reinforcing the connection between gameplay and real-world environmental consequences.

Art Replacement:
We hope to collaborate with more pixel art designers and convey our precise vision to them. Then newly created 2D pixel artwork will replace our existing 2D pixel art content.

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Comments

Submitted(+1)

I had a lot of fun playing this game! I really enjoyed the low-poly art and how cohesive the game's atmosphere felt. That said, I want to echo another commenter's sentiment that it's a shame you incorporated AI art, as it detracts from the hard work and authenticity of your team's efforts. Plus, using promo images with a completely different art style misrepresents your game and feels off.

I did encounter a bug during my playthrough where my ship started rapidly ascending and spinning away into the air, allowing me to fly above the map.  While I got a good laugh out of it, I'm guessing that wasn't supposed to happen and might disrupt the gaming experience for others. On the bright side, the boat steering mechanic is really fun. It's a bit tricky to control, but that adds to the whimsical, playful vibe and mimics the rocking of the sea perfectly.

Overall, great job! Just a suggestion: it would be awesome if you stuck with real artists for the illustrations. It keeps everything genuine and adds to the game's charm. Keep up the good work!

Submitted

The low poly art design and models are great. My only criticism is that the controls don't feel very responsive. The forward and reverse are fine, but the A/D rotation felt very awkward and delayed.

Submitted

fun overall but with some issues most of my critiques have already been said in other comments but another one would be that its kinda obvious that the animals are just kinda moving towards the nearest trash rather than randomly drifting into one, and its kinda hard to keep saving them.

Submitted

Your game was very entertaining and your graphics were cool. I especially liked the water movement. 

The menu pop ups were a little challenging to navigate. I had to close the pop up multiple times because I kept colliding with the lighthouse collision box. 

Submitted(+1)

This game is quite interesting. Some SFX is little bit loud compared to the other SFX. Music is very catch. It attracted me immediately.

Submitted

The controls are a bit weird. The left and right controls are sensitive while the forward and backward controls are a bit delayed. Gameplay is good and so is the storytelling. 

Submitted(+3)

Congrats on making it to the end of the jam! Here's my thoughts on the game:

Praises:

  • I like the low-poly models and water that the game has. It's a solid aesthetic.
  • I like the music this game has! I do wish there was music within the gameplay sections, though.
  • Your title screen splash artwork is fantastic!

Criticisms:

  • The UI is a bit of a mess, and some elements don't properly fit on my screen. Using anchors, more consistent fonts, and changing all pixel art to be at the same scale would go a long way towards making it look better.
  • I'm not a fan of small the ship's trash capacity is; it makes the second level pretty tedious.
  • I wish I could collect trash simply by moving over it instead of having to press E near it.
  • The ship feels very unresponsive and difficult to control. It either doesn't turn at all or turns way too fast.
  • Some SFX are very loud compared to the volume level of the rest of the game. Additionally, the water ambience doesn't loop, meaning that it stops playing mid-level.

Good luck with your post-jam development!

Submitted(+1)

Great game and concept. I love the art a lot, though I think the animals' art could use some work to match the theme. I am a huge fan of the main menu and the console at the bottom of the screen. As the other comment says, the boat is always oversteering, and also the keys are so sensitive, if I press or quickly hold down D, at first nothing happens, which makes it hard to slightly adjust the boat, and then if I hold it down the slightest bit longer, the boat turns like 90 degrees. It makes it very annoying to steer. I'm also wondering if maybe using W to accelerate and using the mouse to aim the boat would be better. Overall great game and a good match for the theme!

Developer

Thanks for the kind words and the playtest feedback! 
They are good notes for Game Experience optimization!

Submitted

The level on control over the boat (not much!) helps to make the main mechanic a bit more fun/comical, and I think there's a similar inherent humour in how the rubbish and animals work which helps to make the level of polish feel like an intentional choice. I think there is a decent foundation here.

Scope creep is a really difficult issue that can be hard to tackle, and I'm sympathetic to the pain of cutting aspects that you were really looking forward to! Your initial ideas were really interesting, but given your stated limitations I think you made the right call to cut what you did and focus on the main mechanic. Your release plan sounds like a good way to tackle adding them back in to reach your release state. Good luck!

That being said, the rough edges are very noticeable, particularly when design elements are dropped and you're shown default fonts and particle effects. There's some really nice pieces of art in game, such as the level select screen and the little steering wheel at the bottom of the game. However, I feel the need to ask, are 2 or 3 of the promo images (including the title screen) AI art? There's a confusing amount of distortion in them and the style isn't used again throughout the game. If so, I think this is a huge shame that detracts from your hard work - AI tools are immensely wasteful from an environmental perspective as well as ethically dubious. Hopefully if it is AI you'll consider replacing these with some great art from your artists, who did a great job in the other areas praised above (if that was them).

Deleted 55 days ago
Developer(+1)

Thank you for your comment and feedback.

We used AI-generated art to better express the overall aesthetic harmony we envisioned and as an emergency solution to address sudden personnel changes. It was never intended to replace valuable resources or for commercial gain, but rather to better convey our game's overall aesthetic (an inconsistent art style could have the opposite effect, but we did our best).

In our 2D art, some assets are entirely hand-drawn, some come from existing games and online sources, and some are provided by AI generation. It's similar to finding common pixel assets online and then edit them in the way to reach expectations.

Thank you again for your comment, which gave us the opportunity to clarify this further. If we could collaborate with your team, I believe the aesthetic quality of the work could be elevated even more.

Love you guys 2D pixel works, look really great.

(+1)

The boat is always over steering. Overall, the idea is cool.