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Sam Can II - Valley of Flying Rocks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1 | 4.692 | 4.692 |
Originality | #1 | 4.385 | 4.385 |
Controls | #2 | 3.846 | 3.846 |
Overall | #2 | 3.769 | 3.769 |
Fun | #2 | 3.769 | 3.769 |
Audio | #10 | 3.231 | 3.231 |
Graphics | #14 | 2.692 | 2.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
git-98caeb635c2e4d48e0d6d6dbd82af183ab83f894
Participation Level
3
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Comments
Too bad you had only two days to spend on this one!
The idea has solid bases and it doesn't lack of originaly, very uniqe.
Anyway I couldn't have more than 3 or 4 attempts, since the graphics is too static and miminal for me, and in the end it was a little bit stressful finding one of the right numbers.
Maybe the rng is a little too much, sometimes I had a streak of "14" for like 6-7 times in a row, and sometimes I could find just one of the three numbers on an island that was appearing when it was too late (had to stop on the "game over" screen and confirm that there weren't other numbers I didn't catch while playing). Maybe just my bad luck :P
Yes, I had planned some more tweaks for the game, though I couldn't squeeze our more hours this time. It's a really simple algorithm - one random port of each island is connected to another random island to ensure there is a connection, the other ports are purely random. I had something a tad smarter in mind to ensure you can reach more or less any island with a few hops or so, but I couldn't come up with a solution right away and postponed it.
So indeed you can become stuck on a path that eventually leads to nowhere. Sorry. :) It shouldn't happen that often however.
One of the best game i have ever played on godot...GUI needs to be completed...but this game makes me glued.
best idea...this game has the potential to be one of the most popular games in the world
I haven't made my way through all of this jam's games yet, but I've circled back to play this one again a few times already. Great job!
Thanks, it's great to know you picked it up again after checking it out!
Very unique mechanic, great tutorial. Minimal and polished, nice job!
Linux build did not work on Ubuntu 18.04, complains about my glibc being too far behind.
Glad you like it and thanks for your report. I had hoped to prevent this problem by using the export templates linked on the jam's page, but I guess they updated their build machine. I did a build of the export template myself and uploaded a custom version for Ubuntu 18.04. Please have a look at it and see if it runs for you!
Just tried your new build on my 18.04 machine and it worked!
Great, thanks for letting me know!
Neat!
Simple and nice, although maybe too shallow to grab attention for longer.
(One can use less trivial math to add perceived depth without too much code complexity.
Think of it like fractals that are perceived very complexly but are very simple to write down.)
I really liked the concept, execution was mostly really good. If there were one more mechanic, and the difficulty curve a little more shallow, it would be worthy of a bigger game.
Thanks for your suggestions. Do you have anything specific in mind regarding the difficulty curve? I could lower the pace in general if that helps.
I felt that I had to review too many choices within a minute of the game starting. Also, maybe you could use colored symbols instead of numbers? Might be easier to read.
I understand, thanks. Initially I had symbols in mind, but I didn't have enough time to make some, so the numbers I used during development stayed. So instead of just slowing down the game I could tweak the rate at which new islands spawn and increase it over time, or maybe add some islands with just two portals for a start.
Simple, but sound.
Nice concept and well executed!