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A jam submission

Don't RustView game page

When you're made of iron, it's the humidity that gets you.
Submitted by skataklysm — 10 hours, 12 minutes before the deadline
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Don't Rust's itch.io page

Type of Submission
Videogame

Genres
Adventure, Visual Novel, Interactive Fiction

Is this a solo jam or a group submission?
Solo

Permisions
Yes

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Comments

Submitted (2 edits) (+2)

What a great game!

Reached the ending in 58 days on my second attempt :)

The writing is great and I am really impressed by the way the narrative is introduced: the pieces of information and dialogue are consistently short and easy to comprehend, that was a real pleasure! The story was engaging too and I had some "Ergo Proxy" vibes while exploring it :)

The main mechanics are also great. And the way one of them is actually the name of your game is so cool!

Just a couple of comments that I'd like to add:

- it seems a bit frustrating, especially in the beginning, to have a choice that was not really a choice. I mean the interaction with merchants, as I didn't want to tell lies, but the game made me, though it seemed at first that I was able to choose my own path... It hurts :D

- other players have already commented on the repetitiveness — I have also struggled with it a bit. However. I cannot say it was all that bad. To have an encounter that you have already dealt with sometimes felt...soothing, hahah. I was somehow more confident to deal with the obstacles that were already familiar. I think it was a good balance, but maybe it would be good not to have the same encounter multiple times in a row. I managed to meet a shark three or four times right at the beginning of my journey as I played for the first time :)

- in the second part of my walkthrough it felt easier to escape as many encounters as possible and aim to reach my goal. Thus I have skipped several shipwrecks and merchants just to save some time. Maybe the shipwrecks didn't seem to be that rewarding...Whereas with merchants I also sometimes had two encounters in a row and there was no point in trading again. I wish that all encounters encouraged you to interact, or maybe that there were more variety to them.

- the dolphins deceived me!! shame on them! :D

I also hope that my comments on the stuff that I stumbled upon do prove that I enjoyed your game (as there was so much to think about, experience, and discuss)! 



Developer(+1)

Thank you for your detailed and encouraging feedback!

I feel the repeated comments about repetitiveness are ironically everything that I deserve, so I don't mind them too much XD It's tricky, because some repetition is an essential part of many if not most kinds of games (including this one), but of course too much can make a game frustrating to play. And evidently different players have different thresholds in that regard, too. It helps me to get different points of view on this and to become more aware of specific aspects of the issue, so thank you for providing yours.

I haven't watched Ergo Proxy, but it looks good. I like the art style from what I've seen.

Submitted(+1)

The setting of the story, the harshness of the sea, and the people's treatment toward the main character, as well as the conclusion, were very well written!

I agree with some of the critics; maybe the interactions with the merchants could have had variations or different outcomes depending on their flags. Same for the pirates, giving up ressources to prevent a fight or a pursuit depending on their flags.

It felt a bit repetitive at times, but the story was interesting enough to keep me going, and I managed to arrive at the Strange Havens after my second playthrough.

I really enjoyed your game. Great work!

Developer(+1)

Thank you, and well done on getting to the Strange Havens! 

If it interests you, the different flags actually originated as a hasty placeholder/reminder-to-self for a faction system, as I had the (very vague) idea for one while I was in the flow of writing one of the events. I can't remember whether it was the pirates or the merchants - I went and added the randomly generated flags to the other as well to make it consistent. But as you could see, I never went any further with the faction idea.

In any case, one way or another, the pirates and merchants are something I'd like to improve in future. I'll keep your suggestions in mind :)

Submitted(+1)

I can't believe it was your first publication and you did everything alone! 

I especially loved the setting you created. It's very clever and artistic at the same time. In my country, we have a traditional painting called 병풍 (in English, it's called a folding screen) to describe nature, and your setting reminds me of that so much! 

I also like the way you add details little by little. It made me feel like I was slowly and deeply drawn into a fantastical wolrd. Even though I couldn't breathe, I never wanted to be saved from the water you made me drown in. 

Developer

Thank you! I'm glad you liked it :)

I think병풍 is Korean?  I often feel very inspired by the traditional art and aesthetic sensibilities of East Asian countries, like Korea, Japan and China, so that's a really lovely compliment.

Submitted(+1)

I loved the writing. Especially the introduction. But also the nightly episodes. A very interesting story unfolding!

I did not like, that the only way to deal with merchants started with lying. Whether they had golden or iridescent or whatever kind of a flag, none of them wanted to deal with me, unless I lied. 

There seems to be an interesting underlying mechanic under it, and I saved the game to possibly continue at a later point, but even the great writing that I wanted to find out more of did not get me to want to go trough the same interactions. Just when closing the game, I clicked for the hint of "don't underestimate the fish" so I guess there is something more to discover in the interactions. Same choice, same outcome, can have mechanic depth that I've yet to uncover. Right now it felt like tedious grinding instead of experiencing the story. But guess sailing can get repetitive and tedious?

I'm still intrigued by the mystery, and whether it is good and worth it to go to Safe Havens. I got to the point where it said "I'm halfway to Safe Haven's". 

Great job on a first game submission! Some art or exploration mechanic for the gold finding might work for the game? 

I really liked how the text appeared, it was nice to read, and as dialogue options it flowed technically in a nice-to-interact-with-text way.

Developer

Thank you for your honest feedback! 

I understand what you're saying about the repeating interactions and the grind. I'm quite ambivalent about the event system myself, I spent a lot of time trying to get it right. Adding new events quickly became more complicated as each event threw the existing system out of balance, meaning I had to tweak it and test it again each time. Overall this side of the development process turned out more challenging than I anticipated.

Submitted(+3)

I loved the language, the integration of the glossary, the seamless gameplay, the premise, and the navigation system where the sun indicates north at sunrise, the water's reflection for the afternoon, or the constellations in the sky at night. The typewriter sound effect is incredible! This is probably the game I've enjoyed playing the most so far! :)

==== Since some people are struggling and going for a second playthrough, I'll leave some tips that helped me reach the end, without giving away any story spoilers.

  1. The water conditions depend on the trend of occurrences, so your actions should be based on the water and what you need. Everything starts here.
  2. It's crucial to catch fish and get used to the high consumption of rust, adapting your gameplay to always act with a depletion mindset until you discover the functionality of this resource and the future blessings.
  3. Whenever you have the opportunity to catch a dolphin, in my experience, take the shortcut. Playing it safe is rarely worth it.
  4. When encountering a merchant, never assume you are the captain. One coin buys rust or hull repair, so balance wisely. If you have a choice, always buy ammunition, usually 2 coins for 1 unit.
  5. Try to search for shipwrecks as much as possible; it's your chance to gain gold, a cannon, and ammunition initially. Very important! When you have the opportunity to dive for more gold, it's better to do it early and have oil stocked to combat rust. The best balance I found was 2x gold search per 1 oil, aside from daily rust consumption. After that, focus on minimizing rust, so the ship's hull needs to be in good condition.
  6. Defeating pirates might seem appealing, but in my experience, the loot is poor compared to other options, and I lost 2 games because I engaged in fights without enough ammunition. In one game, I had 4 shots and missed three times, and in the other, I didn't lose but had 9 shots and couldn't destroy the pirates, leading to my ship sinking soon after. :P Of course, you might get lucky and defeat a pirate who gives you 16 gold coins. Every case is different.

Are these pro-gamer 360 no-scope tips? No, definitely not, but they will help you get there!


Developer(+2)

Thank you! And congratulations on reaching the Strange Havens!

There are multiple strategies that should usually work, but all the ones I know of involve fish and near-death experiences.

I should note that I used Godot's Dialogic plugin, which provides a nice dialogue system, including things like the glossary and typewriter sound effect by default. So I can't take credit for building that.

Thanks again, and may the blessings of the sea gods be with you!

Submitted

Awesome work! I really enjoyed this. I did not realize that swimming under water was causing me to rust haha so I ended up rusting away on day 30-ish. Really cool work!

Developer

Thank you for your feedback! Be careful of water, it's bad for you.

Submitted(+1)

Nicely put together! I really love the setting you built, the way you slowly added more and more details really helped draw me in. Unfortunately I never made it to the strange havens, I was moving fast in safe waters, slow in perilous, etc and making good progress but a storm completely flipped the script on me at 39 days and I was never able to quite recover. I was probably playing a bit too cautious though when it came to events. I think more visuals could help quite a bit but other than that, I loved it and it was a ton of fun to play. Great job!

Developer(+1)

Thanks for your feedback! Glad you enjoyed it. 

If you try again, don't be afraid to experiment and fish around a bit. The obvious strategy will usually fail before you get to the end. There is a way to swing the odds in your favour.

Bon voyage!

Submitted (1 edit) (+1)

I only played once, but I am impressed by the level of thoughtfulness in it. The story itself seems to be well-written, at the same time, a lot of thought has gone into making meaningful interconnections between the parameters in the game (ammo, hull, oil), that further influences the way the story evolves. 

It's never easy to make a free-flowing interactive fiction that allows for a substantial degree of player agency. I know, because I have tried and failed in varying degrees,

Even though there is a slight repetitiveness to the story, the system you have managed to create overshadows it. This is because it is this repetitiveness in situations that allows you to test things repeatedly and get informed feedback on what to do next. This game also seems to allow for different play-styles!

Also, this repetitiveness gets delightfully cut by narrative pieces now and then. It's also quite nuanced the way the situations play out a little differently when your parameters reach a dangerous level. 

Well done! I'll find out the secrets of Strange Havens one day! And damn, I will crack that fish too!

Developer(+1)

Thank you for your feedback!

Particularly your thoughtful observations on the repeating events. This was something I fussed over quite a bit: should I have fewer events and give the player more chances to experiment, or emphasize novelty and variety at all costs? Another option was of course just to make the voyage shorter! But I found that whatever choice I went with, it was something lost something gained. In the end I decided to go with fewer events because it felt like the more pragmatic choice, giving me more time to refine the underlying system.

Good luck on reaching the Strange Havens. Don't underestimate the fish!

Submitted (1 edit)

Yeah, it could really appear like a trade-off...I completely  understand the intent behind your decision making, and I think I will appreciate it even more if I manage to reach the end of the game!

Submitted(+2)

Still struggling to come anywhere close to winning, but at the very least, I was able to discover just how very precious that fish was! That was a good, good idea.  I offered the next fish to a second set of dolphins so eagerly, thinking I was going to win soon - and discovered how diabolical you were! What a game. 

Also, the system you have created has an equilibrium of its own but it's slow to act, huh?  Even though I feel quite lost when it comes to coming up with strategies, the option to 'Save' , 'Ask for hint' as well as see 'History' does help in making it feel more fair.  Good job, again!

Developer(+1)

Thank you!

It sounds like you're closer to winning than you think. 

Don't trust!

Submitted(+1)

"Don't  trust" sounds like another one of your cryptic hints! Playing the game has made me so wary of trusting the hints too. The ocean abruptly rages , merchants abandon, even the cute little dolphins betray. When you think you are dying, you get resurrected. When are overconfidently sailing through, you just die.  GG. But I think I'll trust that 'Don't trust'.