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Infelix: Lost at Sea's itch.io pageType of Submission
Open world naval combat video game.
Genres
Open world top-down action game
Is this a solo jam or a group submission?
solo
Permisions
Yes
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Comments
Ahoy! Cool game! I like a good sea voyage.
The music and the colours put me in a cheerful mood. In the mood for adventure, you might say.
The drag on the camera made me feel grogsodden drunk on land and mildly seasick on the ocean (that's a fitting plus as far as I'm concerned, don't know how other people will feel about it).
Did get lost at sea.
My only critique is that the difficulty could have been a bit harder. When I realized how quickly my hull integrity regenerated, it didn't feel like there was much challenge, even when the sea was swarming with pirates.
The story was simple but decent. Classic sea adventure. Coherent with the gameplay. Jolly good.
Thanks! I'm glad you enjoyed it. I'll look into the cameras to see if I can make them a bit better, I know it seems a bit more jerky with the land especially after a fairly last minute speed increase on the character. For the sailing one too, I'm sure the background does not help any, I wanted to do something a little bit better than that but ended up having to do a fairly quite waves picture.
I definitely needed something a bit better for the sense of direction, that's part of why I added a simple map to the game description. I'm hoping to add an in-game map/notes section so that it tracks the clues you've gotten and gives you a better idea of where to go. I'm also planning to add an arrow around the ship pointing towards islands once you get close so that should help too.
I agree with skataklysm. The aesthetics really reminded me of old-school games! The colorful hair and the way the characters move their arms give off a nostalgic vibe, like Phantasy Star! Perhaps, even to better decorate the position of things, repairing the ship should be restricted to the port, even to avoid berserker gameplay like mine was or hull orbs by a combo of dead enemies. These are very tight things to do in a jam.
I believe anyone who plays this will appreciate the the atmosphere and fun pace, as it brings back memories of games like "Pirates! Gold," where you dig for what you need, talk to characters, and take notes. I intended to play for 15 minutes but ended up playing for an hour! Haha, I loved the music; it’s very exciting, like something from Pokémon!
I’m not sure if it’s possible, but to address the feeling of dizziness (I felt it a bit when surrounded by 4 or 5 ships and trying to spin mine to escape), maybe breaking the horizontal lines with vertical waves, creating a "--^--^--^--" pattern, could help break the hypnotic continuous line. Increasing the number of deserted islands and rocks might also help focus attention. However, thinking about how I felt playing, the fact that I felt sick makes sense. Because the sea is sickening, it requires habit. For example, I started to divert my attention to the floor and when I looked back at the screen, everything was more manageable. But I think it depends a lot on each person's spirit.
I have one resolution issue. What I did was download the game and play at 1280x720, and the game adjusted itself to fullscreen. At any other resolution, it goes fullscreen but creates a ghosting effect where the button positions don’t match the mouse interactions.
Congratulations on the game; I had a lot of fun!
Thanks for the detailed feedback! That's really weird on the button thing, I'll have to take a look at that. It might have something to do with Godot auto-sizing. I had intended to add more options including resolution/windowed mode so perhaps adding that will fix the issue.
I like the idea with the healing system, I've been thinking of how to do it better. I didn't have time to make health pickups/vendors so that is part of the reason I did the slow regen system instead, and I thought it would reflect crew making repairs to the ship as you sailed. But I think either something like you suggested with repairs at ports or by making it an ability that locks you in place/prevents you from moving while you repair might be a good way to not make it frustrating but also make it more balanced.
The ocean definitely needs some work to be not so sickening, I was worried it would be that way and it seems I was right to worry. I think that's a great idea about adding vertical waves here and there or I may just replace it completely. I've seen some people make 2D water that in way has reflections/particle effects so I may try something like that or if I want to keep it more pixel-y, I think your idea is probably the right way to go.
Hi, Here's my issue with the camera on the web. I've not tried downloading it yet, I just thought I'd feed this back to you for the online version.
Thanks for letting me know! I added the option to click full-screen to format it better and I changed the embed to be a larger size. It's supposed to scale up/down with whatever resolution is being used but it may not be doing that with the web version. Hopefully the changes I made to the page just fixed it haha
Camera movement needs fixing.
Thanks for playing! What felt off with the camera? Was it too slow at following the player or something else? And was that with the land scene or the ocean scene? I know I sped up the land player a bit last minute so that may have messed with things a little.