FoonLudum Dare ExplorerLD23 → Shipwrecked

Shipwrecked

By madball

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CategoryRankScoreCount
Coolness1100
Mood4532.65
Theme5242.85
Innovation5492.67
Audio5552.16
Humor6281.85
Fun7952.02
Overall8032.30
Graphics8212.00

Comments

robbiehunt 2012-04-23 13:31

Rodent's of unusual size? I don't think they exist.

There's something about this game I like and I'm sorry I can't put my finger on it. I spent a lot longer on this game than I thought I would, honestly. I really think that being isolated on an island is as close to Tiny World as a human can get while still being on this planet - and that same thought crossed my mind while I was brainstorming my own game. Glad someone went with that idea!

It's got charm and it's difficult, but ultimately the lack of clues and cues meant I had to move on.

Is there a menu I'm not seeing that shows how and where to build things? Perhaps a list of what can be built and what sort of materials are needed would help.

But then again, as a shipwrecked sim... maybe that fits. I don't know how many trees I'd need to cut down to build shelter but I guess I'd know if I had enough?

Also 'Fog of Peace' I like.

aaronsnoswell 2012-04-23 13:49

Not bad - interesting approach to the theme. I agree with robbiehunt that it is a little hard to tell how to progress through the game.

tequibo 2012-04-23 14:14

Interesting, but game is a bit hard to get into and have some interface issues - click on tile then click on a different place to move? Then click back on tile to select action on a different place again? Stats should be on a screen at all time, to give feedback.
And I didn't get how to craft tools, or how to progress, why I need shelter or wood.
With more work it can be a good game.

marekkpie 2012-04-23 15:55

The user interface keeps this game from getting more than a minute of play.

madball 2012-04-24 13:56

Hmm... I expected you to understand what material means.
I didn't get what tequibo said. If I did, he got it wrong. But I see no issues.

m-gryko85 2012-04-24 15:16

UI is like a wall, hard to jump thru.
But the game does not lack depth it's just hard to understand

pierrec 2012-04-24 17:32

I think it would have been better played with keyboard (arrows + space for exemple). This is the main reason I didn't get to the end. Maybe I'll try again when I'll have more time

keirua 2012-04-25 17:42

Same as robbiehunt. I would have played much longer if there were a bit more direction on which things does what. How are we supposed to do stuff and so on.
For instance, we can't really measure the effect of better stats. There are too many possibilities but too few basic pointers on where to start. For instance, at first I even closed the game before doing anything. Then I read your presentation here (so outside of the game) and figure out that the arrow keys allow us to see some more stuff.
Great job for 2 days anyway, you've been quite productive, there seem to be really a lot of possibilities

dr-pingu 2012-04-26 11:18

I played at your game and now I'm blind, colors are so violent !

Seriously, it's interesting to see the way you used Phylard, you have made a good work.

joshua 2012-04-27 06:31

Interesting.

triplefox 2012-04-29 07:45

Very atmospheric, considering how low-fi it is.

kibertoad 2012-04-30 18:56

Kinda difficult and counter-intuitive, but an interesting concept. Could use some polish.

shifty 2012-05-03 12:41

A little bit of help/explanation in game would have been useful. Interestign project. Good work :)

thotep 2012-05-04 14:04

It contains some interesting ideas. I can't help but feel that it's a game from '80s... The UI is extremely bad!

someone 2012-05-04 15:10

Not really sure whats going on, and the UI is really awkward to use.

maple 2012-05-05 11:56

Would have been better played with the arrow keys, I think, or WASD if the mouse was really needed. Although the controls at the moment make it feel kind of like a virtual board game... Not sure if that's good or bad, but it could pass as one. Interesting. I'm sure that with a little bit of polish and refinement, this entry would have really shone. Not bad, keep it up!

fenyxofshadows 2012-05-05 18:40

It's pretty interesting, but it's very cryptic and hard to understand. It would be good to have feedback on being hurt... I was walking around a rat looking for items and suddenly died without realizing it.

23 2012-05-06 09:07

I think I figured out how the UI works, but here are some problems I had:

At first it seemed like my arrow keys moved my guy in the wrong direction rather than moving the view.

Despite clicking on the question marks and leveling up some, I didn't understand how to gain experience - what am I supposed to be doing? Does tool level just increase with normal level, or does it grow differently?

I didn't realize at first that just because "dig" or "build" came up didn't mean I could actually do those things, and it didn't help that clicking on the buttons didn't give an error or anything.

I don't know what the point of digging is - why does the tile turn grey? I didn't understand the explanation that you "get a tile". Same for chopping trees, though I guess that gives you materials?

I was really surprised to see such a complex rules system for a forty-eight hour game, but I couldn't really enjoy it since I couldn't understand what was going on.

mrho 2012-05-06 10:14

Interesting

benjamin-soule 2012-05-06 11:04

I had to make a lot of trial before understanding the UI and features of the game. I think that tools level helath and energy shuold be always present on screen. So you could for exemple make tool counter blink when people try to launch action they can't perform etc.

ghribacki 2012-05-06 19:15

I start at tool level 0, which means I can't perform any action, I guess. Maybe I'm missing something? As said before, the UI is like a wall. I try to perform actions and I get no feedback, like, I tried to dig, but I couldn't... or could I? How do I get materials??? Where are the ROUS?

I loved the idea, but I couldn't figure out what to do. =(

madball 2012-05-06 19:22

For you stuckers: I made a play-through.
http://www.ludumdare.com/compo/2012/04/27/how2play-shipwrecked/

jomomomo 2012-05-07 13:24

Really close to four stars, really liked the idea of a trying to scavenge materials to build something and then escape. Sadly, I couldn't reliably get the game to work, sometimes I could cut down trees and get some tools, other attempts I couldn't cut down trees. You've got something here worthy of a version 2!

robcozzens 2012-05-08 06:42

That is an awkward way to move your character. It looks like an interesting game idea.

jesterblue 2012-05-08 23:24

Interesting game that captured my attention for longer than it looks like it should. Once I figured out that scavenging ruins was playing a rodent-sweeper minigame it got a lot less boring. This is a gem in the rough... it needs LOTS of polishing. Could greatly benefit from feedback - tell me what just happened? -15 health? a HUD with the hunger/food stats, hiding things I can't do yet, etc etc. Don't make me click on everything, pop up that ? box the first time I step on a tile. Good Job

angelk 2012-05-09 02:27

Interesting idea! The interface was kind of rough to use, it was tough to see how my actions were affecting the game, since I didn't want to constantly click the stats button each time I made a move. The premise is nice though, and has a nice, solitary soothing feel.

summaky 2012-05-09 13:04

I can honestly say I don't know how to play this game. I can't even understand the walk-through; while playin I've never encountered a dungeon nor anything similar.....

lotsa 2012-05-10 17:57

Difficult at first but once you get into it it's quite fun.