Thanks for playing!
We're really flattered by all the kind words people are leaving in the comments and we're seriously considering polishing this up into an actual full game. Stay tuned!
We definitely didn't do a good job with the scoring system balance.
You're spot on with the ideas of different terrain/obstacles, we even planned for some environmental variations that would make the player think a little bit more outside the box to calculate certain distances but ultimately we didn't manage to execute this in time.
Thank you for playing!
Yeah, we royally messed up the position scoring threshold, it's incredibly hard to get them right even when you know where the pieces are supposed to be. I think the scale and rotation scoring isn't as strict.
Thanks for taking the time to play through the game a couple of times, we really appreciate it!
Thank you for the kind words!
We definitely could have done a better job at communicating the map completion mechanic, I'm seeing many comments about people not getting to the score screen.
The way it works is that when you drag all of the pieces somewhere over the outline of the island you get a prompt to mark the treasure. Even if you get all the pieces wrong you should still be able to dig for treasure. The accuracy of your map defines whether you get to dig up the famous treasure of Salty Paws or something else.
We can't reveal what Salty Paws' secret treasure is just yet...
Let's give a chance for players to discover it on their own. If no one can get the score high enough (due to our mistake with scoring) we could possibly show it off or just fix the scoring after the jam is ended and let those who are interested try to find it once again!
Thanks for the feedback!
I feel this isn't very clearly communicated but the idea is that the pieces don't fit together. The pieces are torn out of maps from different periods and of different scales so the goal is to figure out the right scale, rotation and position of a piece to fit the map in your possession.
Glad you liked it!
I'm to blame for being against putting sprint in the game. I feel like we didn't need it since there's no rush and I didn't want the player running from point A to point B but rather take in what the island has to offer.
Increasing the overall move speed (when not using the compass) is definitely something to consider, thanks!
Thanks for the detailed feedback!
As for how influential it was for the player character to be a dog I can't really speak for it. We got the idea early on and we thought it was fun enough so we just went with it. The idea was to have a little bit more of dog-related SFX but we just didn't have the time.
A lot of the lore for the Furrtune Island was very dog-related though.
Will have to give your game a go! I see that you were a little bit smarter than us and prepared a WebGL build. A lesson for future game jams!
Hey! Thank you for the extensive review! :)
We agree with all the flaws, which you pointed out.
In hindsight, we probably should have tested the game on a bigger group instead of testing it just on our own.
While we didn't have many problems playing the game, we can definitely see people struggling with some of the later levels.
Lesson learnt! :)
Hey there, thanks for playing our game. We are really happy to hear that you enjoyed it! :)
In regards to the highlighting of the monster stuff that appears during party We actually considered highlighting them as well with the highlight button but we decided not to. We wanted the players to have a small freak out when they hear the "monster stuff appeared" sound. In retrospect, the monster parts turned out really small (especially on smaller monitors, for example laptop screens) and we don't know if we did the correct thing by not highlighting the monster stuff.
On one hand we are happy that players actually try to investigate the rooms to find what caused the eerie sound but on the other hand, I've seen some people get frustrated because they couldn't find something that was too small.
It was a tough design decision to make!