kristov 2018-08-12 03:20
Great work Elenesski. Enjoyed the quick gameplay! Very fun once I learned not to rush in with my boat!
Foon → Ludum Dare Explorer → LD42 → The Crappy Shipper
By elenesski
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 597 | 2.94 | 21 | |
| Fun | 410 | 3.15 | 21 | |
| Innovation | 513 | 2.89 | 21 | |
| Theme | 630 | 2.84 | 21 | |
| Graphics | 689 | 1.94 | 21 | |
| Audio | 2.91 | 19 | ||
| Humor | 123 | 3.16 | 20 | |
| Mood | 2.55 | 19 |
Great work Elenesski. Enjoyed the quick gameplay! Very fun once I learned not to rush in with my boat!
Cool mechanics! I'm interested to see it when it's finished!
That was really cute, loved it :)
That game was really fun. Nice job :smile:.
Haha great, I really liked the part of neatly stacking your boxes on your ship. As a nice skipper, you sail steadily to the other shore by revving down the engines but only for your boat to turn around and launch all your boxes into the air, like wannabe Falcon X rockets :smile: Great concept but I would have like to see a more consisent artstyle.
It becomes an extremely trivial task once you find out you can hold a mouse while driving the boat- you can just hold it at the edge of the boat to prevent boxes from sliding off.
I knew about the holding the mouse bit, and decided that that it was not a bug, but rather an undocumented game feature ... it is part of the game process, but it is not full-proof :)
Nice work - Simple but engaging gameplay! The physics does seem to get a little weird if you change directions while you have boxes on the back.
dont know about crappy shipper, I think you should fire who ever is dropping those packages in to the port :P Solid game and good use of the theme, good job.
Very nice and funny game
Pretty fun. Nice combinations of mouse/keyboard play and different kinds of physics (2D for the boxes, 1D for the ship).
I mostly like easy games, especially when rating LD :-) Not everyone does, so I think it can stand to be a bit more challenging. Luckily, you can crash your boat (like I did the first time), giving it just the slight added difficulty it needs to be fun.
The ship behaves diferently when going backwards and forwards (load/unload vs not). I can't really figure out wether I like this or not. On the one hand, it adds a little extra wrinkle to the game, which it may need. On the other hand, it just seems a bit arbitrary and potentially slightly confusing. Would the game really be less fun without it?
The music is well done for a Compo-game, but can get a bit repetitive.
The graphics are stricly functional, and do not get in the way, but I wonder what this game'd have been like with a little more attention in that area.
Some minor issues:
- It doesn't say anywhere how many packages you can loose. By experimentation, this seems to be about 25. - No way to quit the game.
Lastly, something to be aware of for next time: Your splash-page said: _"sound effects from soundbible.com"_. Great that you specify that! Though technically, since this is a Compo game (as opposed to Jam), you have to make _everything_ apart from fonts and basecode! Generating them by something like [BFXR](https://www.bfxr.net/) already counts. You made the (excelent) music though, and since that (seems to me to be) harder than a few easy to generate (and barely hearable) SFX, I'll still fully rate the audio.
I really like the idea of the game. I think with some improved time on the art and improving the UX it could be really good. Good work for the short time working on it.
@remco, you're right, I did make a mistake for compo, and for some reason read that if the sounds were public domain that was ok. My mistake, I'll record the sounds locally next time. I have the equipment to do that.
As for the game itself, I had a self-imposed 24 hour limit ... what could I make in a day. Just limitations on how much time I really had. A lot of things were a single pass, such as the ship, although for the ship. I could have done a much better job with the entire game. Honestly, I was surprised I got it working in about 8 hours, the rest of my time were bug fixes, music, audio and
The music I did in a few hours with just some midi loops and Omnisphere ... the repetitive nature is it is really 2 4-bar loops of drums, bass, chords and melody. Super simple, I spend 2-3 weeks on my regular tracks, but what could I do in 2 hours. :smile:
@elenesski The mistake isn't a big deal I think, especially since it was by accident, and I hardly even noticed the SFX (as opposed to the music) when reviewing. Also, I wrote my comment before I saw that you did this within a single day! Wow, way to challenge yourself!
The spawning of boxes after the first wave is too slow, in my opinion. It seems to me that it would make more sense that we would get MORE boxes over time, so we get a proper difficulty curve.
I experienced a crash after my second restart.
Why F6 to restart? Am I missing a joke?
need some improvement ,but overall a good game
Humorous take on the theme! Controls were a bit wonky, that did not bother though too much :D A bit more polish and you've got a superb game!
Nice concept! I agree that it would be fun for the spawn rate to increase over time, or something else to make it feel like it is ramping up. :slight_smile:
Alright, the concept is good, and for 12 hours you did really well. Here's the list of stuff I've made a note of:
- The physics of the boxes don't work very well. In general Unity's physics system is not very reliable, especially not at high velocities. I'd have tried to find a way around it, if possible. Maybe just turn off the whole rigidbody when they're placed on the boat. Just make it a child of the boat and they'll move along with it. - The way the boat turns is not really good. If you made the boxes children of the boat instead of using rigidbodies they would have flipped with the boat, but when you teleport the boat like that, the boxes fall off. A possible workaround would be to replace the boat with something that doesn't need to be turned, like a raft. - I can transfer boxes by holding them and not dropping them on the ship. This feels like an exploit. I suggest you don't let the player control the boat unless he's not holding a box. - Eventually the game gets really easy, and the only way to lose is to destroy the boat. I'd add a timer to get another lose condition. And then you could make a simple highscore system. - You should have a pause menu. Doesn't have to be anything fancy, just a button to continue the game and a button to quit. It's annoying to have to press alt + f4 when I'm done playing.
Oh, by the way, you should opt out of the audio category if you didn't make the sounds.