This feels like a flash game that you could play on a site like Awsomegames.com or Miniclip. This is a complament since I grew up with those game on School PCs (and don't ask how).
Played live here!!
Criteria | Rank | Score* | Raw Score |
Overall | #664 | 3.801 | 3.801 |
Enjoyment | #704 | 3.681 | 3.681 |
Style | #871 | 3.936 | 3.936 |
Creativity | #972 | 3.787 | 3.787 |
Ranked from 47 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?
Is yerr boat built to scale to withstand the growing pressure from seagull attacks and your weight?
Development Time
This game really sells that flash game vibes and is definitely looks like something I would play sneakily in the back of the class on coolmathgames.com, The game is well polished and fun,
However I did find a bug in which if you hold a box and jump on a seagull it dies allowing you to sort of cheese the seagulls without throwing the boxes around
Good Game!
I like the concept, but the game feels too simple and janky. There's not much strategy other than enclosing the gems and throwing boxes at the birds. This could really use another mechanic to make the game more challenging. A lot of times I got a game over because the physics engine decided that the ship should sink for no reason. I also don't understand why you make the gems scale up over time because it makes the physics even more janky and the visuals look weird. Overall, this could be good with more refinement.
Thanks for playing! Sorry for the jank, I guess now I know resizing colliders is not a good idea. The reason for growing gems and the player was to make an incentive to keep adding boxes to the boat (or otherwise it sinks because of weight). In hindsight, yeah, it didn’t work that well.
The seagulls can destroy boxes when they dive by the way. Won’t happen if you kill them quick enough though.
Super creative game with great use of theme and absolutely stunning sound & visuals! I thought it was fun! :)
Feel free to try my game, Tinker Escape :)
Well, Well I must say that is a great idea and top notch exectuion.
However I have to return the ball that Teapot threw at me and say... I wish it was more polished/balanced ;)
This is definitely a great basis for a potentially awesome game (not that it isn't good right now!). Multiple purposes of objects in the game, easy to learn, hard to master, basically everything from a good design is in place here.
It would be more pleasant if there was a more explicit description of what the game mechanics are, even on the itch page. I know that it is not that hard to grasp what the game is about, but given that we are all after 96h of jamming and playing a lot of games I would like to have it fed to me with a spoon.
Great entry, awesome dual (or even more) interpretation of the theme implemented.
I enjoyed this idea a lot, it definitely got a bit frustrating I places, especially as I was playing with a laptop and trackpad. I can see how the game works but not being able to move and click at the smae time breaks the mechanic. It would be great if you could have cotroller support.
Great concept it just didn't work for me with a lack of proper mouse. Well done.
I agree about the controller support but I don’t have one, and more importantly I don’t really know of a good way to implement the pick up mechanic with the controller. Perhaps determining the angle and distance based on the joystick input? Feels like this would be very imprecise and require decent snapping to not be a rage game
Thanks for submitting this to the stream! This is a really cool idea. I like how you have to manage the buoyancy of yerr boat by adding larger crates while detaching the small ones to throw at the seagulls. It's a really unique concept and has a lot of push and pull. The art and sound are great too.
Awesome job!
Yeeting crates into space is pretty fun. I also liked the idea of making a bigger boat from random scrap. I'm still not sure if the symbols on the crates mean anything, though, and why they were sometimes big and sometimes small. I swear the crates kept getting slowly smaller but I don't know why or if I'm just losing my mind.
I was thinking about increasing the size in discrete steps with an animation of some sorts and so on. Probably would still have a bunch of physics bugs though.
Now I think your idea is very interesting. Gems are also used as health so that might result in some interesting interactions. Like, if you lose a gem, you don’t need as many crates attached to the boat so you can throw them at enemies. I would need to figure out a way to spawn new gems but otherwise this seems like a direction worth exploring if we decide to work on the game after the jam.
Thank you for the comments!
fun concept and the seagull sprites are hilarious
This is a really fun game.
The art is nice and really cohesive and the music and sounds really fit the style.
Its really fun to balance buoyancy and throwing crates at segulls. The limited range for crate was a good idea too, but mostly I could not move as I was stuck in the jumping state.
I made a hover/flying boat which took me up to the sky!
Well done and great job.
Awesome idea. Enjoyable as well. Drown mechanic is a bit an even at times. It does get pretty easy so maybe having another type of enemy(throwers) Better explanation at the start also helps a lot
This game was really enjoyable. The art and sound design are fantastic right from the start and really set the atmosphere well. The mechanics themselves are really fun once you get the hang of them. On my 2nd attempt I almost instantly accidentally detached and tossed my central box and sunk which I thought was amusing. I ended up forming a strategy of inclosing the gems in a box and jumping on top of it which seemed to work pretty well, I made 2 mins on a laptop touchpad. Overall very creative and memorable, great job!
Took me a little while to really understand that the boxes shrunk while in water lol. Until then I was kinda just placing them to the side of the boat.
The presentation as a whole is cool. Love the flash-esque art style and the music
I love the strategy of needing to switch between boxes that are shrunk and the newly added ones that haven't shrunk yet. Especially in the heat of the moment when you need to target seagulls
However, I think the physics and collision detection are a little wonky sometimes, mostly because I couldn't jump, or even move at times. This became quite annoying later on when you really need to move to get to some crates that spawned. Although I guess it's a by-product of the actual design of allowing the player to place crates effectively wherever they want. And I do like being able to use the player as a dynamic weight at some points of the boat
That said, I also kinda wish that there was some sort of indicator or something to tell you that the entire ship is about to go down, because it kinda jumpscared me when it did happen since it seemed like the boat was fine for the most part lol
This is also going to sound very nitpicky, but I kinda wish that you could move the camera downwards a little. Mostly because you need to start replacing the crates at the bottom and you'll definitely reach a point where there's no space and you can't. And you can't really remove the boxes that are there because it would lead to the gems falling. This does admittedly add to the tension though, so it's probably just a skill issue on my part lol.
All in all, I think y'all made a fantastic game here. Great work to everyone involved
Thank you for such a detailed comment!
In fact, the boxes don’t shrink in water (they don’t shrink at all). Instead, you and the gems are slowly getting bigger, and the newly-spawned boxes are bigger as well. Now I know it’s not obvious at all, I think the size should change in steps which would be indicated by an animation.
Regarding the physics - yes, it’s indeed janky. Buoyancy turned out quite easy to implement but I really struggled with the character controller - the dynamic one was too floaty so I ditched it, and the kinematic one interacts weirdly with rigid bodies. Also, increasing the player’s size (along with the collider) does not help.
The ship is not supposed to suddenly sink, this was just another physics issue. This happened to us as well during development but I couldn’t debug and fix it in time.
This was really good! I had fun trying to find a chaotic balance between adding blocks to my boat and throwing them at the seagulls. Sometimes it did feel like I started sinking without knowing why, but maybe that was just an effect of the scale changing. Nice work!
Leave a comment
Log in with itch.io to leave a comment.