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A jam submission

Scribble ExplorationView game page

A Game Jam entry to Kenney's Game Jam, themed around exploration using the Scribble tilesets
Submitted by GameDev_byHobby — 3 minutes, 27 seconds before the deadline
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Scribble Exploration's itch.io page

Results

CriteriaRankScore*Raw Score
Adheres to jam theme#963.7503.750
Overall#1693.2083.208
Presentation (visuals)#1913.1883.188
Concept (gameplay)#2552.6882.688

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I love the idea of having to explore more against an AI, it's super clever and creative! I also love the sounds, it really made it feel like a tabletop game. I wish movement were faster and not tile-based, but rather a radius around the player, but for a game jam this was really good. Nice job.

Developer

Thank you!

I was going for tabletop RPG like but ended up with tabletop splatoon lol. The movement is like this because I always make free movement and wanted to challenge myself. Although it would be more difficult to determine an explored tile. I'd still have to compute the player's path in a grid. I could do something about the speed though.

Appreciate your feedback!

Submitted(+1)

cool game! i like gameplay, even if sometimes it feels a bit unfaris when enmy can move more than i can

Developer (1 edit)

Thank you for playing!

It's very much a random number generator but the screen can really limit you some times. I noticed that there's not much of an incentive to move up and down if you can't reach as far as to the sides, so I could think of some fix to that on a upcoming update (maybe).

Thanks for the feedback!

Submitted(+1)

it gives of a cool zen vibe . the enemy doesn't really seam to be a challenge but I like the overall package :

Developer

Thank you!

I added the enemy in the last 40 minutes and I have some regrets with it, although I'm happy it made it in. There's at least a challenge or driving force to push the player. Regardless, noted for an update, thank you for the feedback

Submitted(+1)

Music and images make me feel relaxed and enjoyable.Good.

Developer

Glad you enjoyed! I always struggle with music and sound effects because I push them to the end when I have no time. This time had to change

Submitted(+1)

What a cool and intriguing idea! The art style you choose only adds to its intrigue. We enjoyed the way you threatened it like you were playing a paper-based role-playing game!

Developer

Thank you! When I saw the tileset I instantly thought of a TTRPG like tabletop game. Due to time I didn't have time to flesh out the idea completely but I'm not all that bothered about how it turned out. I'd like to add more and get more TTRPG elements in like dice rolling, group managing, an actual story or adventure... I never had a group of people to play these games, and it always intrigued me. Glad you enjoyed!

Submitted(+1)

I really, really like the concept. As other comments have mentioned, it has Splatoon vibes and there's a lot of potential there. 

Perhaps the player could paint in the tiles they touch on the map itself, rather than just on the mini-map? And maybe they can't cross tiles they've already painted, sort of like in Snake? 

I found your post-mortem interesting to read! Thanks for sharing it. 

Developer(+1)

Thank you for playing and giving feedback!

I had thought of implementing a bit more strategy into the game but had to cut stuff due to time. I like your ideas! For the direct painting there could be "abilities" with patterns that paint the map in exchange of something like an action or the like. I really really like the snake mechanic, best for some puzzles mixed in between. I'll have to begin seriously thinking about real level design, instead of the improvised mess I created :D

Glad you enjoyed the post-mortem. I struggle to always put my thoughts into devlogs and the like for these jams but I thought I'd kill some time with it. Thank you again for the inspiration!

Submitted(+1)

Really interesting concept, kinda like turn base splatoon I guess ? (~^w^)~ 

Good choice of music too for a chill walking/painting game. I mainly walked around the docks then the forest, but mostly only had like 500 tiles in my colours after 15 minutes. I also saw sometimes the pathinding made me teleport through the water ? (^w^)

There is probably more to think to make the concept more interesting (objective and/or competitive wise), but I really like it. (~^w^)~ <3

I'm also really impressed by the large grid and turn based made in godot, I totally struggle a lot to implement that when I try to do that in this engine (^w^")

Anyways, good job, and thank you for making this little game !

Developer (1 edit) (+1)

Thank you! It really turned out like a 2D splatoon. Although it was a last minute pivot actually. 

I really struggled with the A* algorithm I'm using and figured out that I have to separate water or trees and other inaccesible areas into their own layers if I want to avoid the teleporting. I fixed it for the houses but I figured that it was too much work to migrate the other parts to their own layer. Plus, if I made a tile out of reach, you could theoretically teleport to it, so I'm hoping the game is actually winable lol.

You can find the source on github, link on the game's page. The turn based stuff is actually really simple and bare bones, while the grid and A* were a bit of a struggle. I'd recommend splitting the world into chunks because I'm looping over every tile and it makes the loading time a bit excesive. That's why you can see some of the void at some parts too. I tried to optimize the amount of tiles with some time I had left.

Thank you for playing!

E: I'm actually quite flattered that you spent at least 15 minutes on my game. Quite rare for Jam games and it makes me feel acomplished! Thank you

Submitted (1 edit) (+1)

I see ! Setting into chuck is a good idea indeed (^^)

A* si annoying to code, but I think godot has something like that already inplemented ? (^w^) ( astargrid2d ) (I don't know if you can use easily in your case though, I never used it)

Developer(+1)

I used Godot 3.5 for this game since it's the most stable release with full HTML export support so the A* is a bit behind 4.0. But it's not that it was difficult to set up, it's difficult to make the paths and connections so that it won't jump around like that. I'm disabling points which are not walkable, but in doing so, the player teleports around. Putting any of these non traversible areas into another layer would fix this. If the point is not there to begin with, not only disabled, it works. If I had used procgen it'd be easier to control these things also. You can programatically control your connections and get better results

Submitted(+1)

Good game, I wish you wrote  the instructions. :)

Developer(+1)

Thanks, I didn't have much time after finishing the game which took me all day till 3 minutes before deadline. The basic gameplay is that you click on a tile and as you move, you discover tiles (seen on the minimap). You play against the enemy which randomly walks around, but can override your discovered tiles, and the first one to explore the whole map, wins.

As it was greatly improvised, it's quite hard to complete the game, but you can race against the AI for a few minutes and explore the town, forest or docks to your heart's content

Submitted

Thanks for the clarification, I'm sure it's great.

Good job.