FoonLudum Dare ExplorerLD54 → Trouble In Paradise

Trouble In Paradise

By nick-rafalski

View on ldjam.com

CategoryRankScoreCount
Overall2783.2226
Fun3222.8126
Innovation2703.0826
Theme3352.7026
Graphics2793.0826
Audio1453.3526
Humor1013.1925
Mood2283.1426

Comments

erroneous 2023-10-02 00:43

Interesting game, I like the story! The art was fine, I like the map area and rushing around. However, the Ui was a bit intrusive, and I dunno if the screen size is set wrong but when I fullscreened the inventory was looking a bit wack. Also, controls are a bit strange but aren't too bad.

tal28 2023-10-02 17:42

Nice game, its a but hard controlling the ship, the music is awsome :)

sudocoffee 2023-10-02 23:19

Feel like I can relate this jam (running circles around code and not getting time to flesh out the idea). The map generation is pretty cool! I guess my tip in a pinch would be to make the map smaller with less houses so it's easier to finish, since there isn't much to motivate players after the first couple.

By far the coolest thing was getting to read about your process! It's super fascinating to see how something got to the place it's in.

nikolaj 2023-10-03 04:21

i had a little trouble getting collisions right when getting close. I loved the procedural islands though, and music was relaxing and of course the theme puts me in the right mindset :sailboat:

don-shinski 2023-10-04 22:15

The intro is hilarious, nice job. I really wanted to get everybody partying, so you got off to a good start with the idea. The procedural generation seemed to turn out good from what I could tell. But alas, I was not very good at getting everyone to party hardy, haha. Good work though, enjoyed it :smile_cat:

binayas 2023-10-05 05:13

Cool idea. Impressed that you managed to get procedural generation working in such a short time frame, coding always takes longer than you think.

medow 2023-10-05 05:14

I super applaud the effort of procedural generation, fog of war, and minimap! Those are hard to do in a short time so I understand the struggle. I didn't understand that you had to click on the ingredients at each house that you went to so it took me a while to know what was going on but I eventually got it. If the game had all the things you wanted I'm sure it would be really great but it's a little rough right now.

googlypoo 2023-10-05 06:21

I got everyone partying :sunglasses: :tada:

The tech here is amazing for 48 hours. You have a mini-map, and procedurally generated islands, and fog of war, which aren't trivial! Well done :clap:

Only gripe is that I accidentally dumped my inventory on accident -- maybe add some friction there.

airwaffle 2023-10-05 11:22

Very nice game. Impressive getting fog of war and minimap in! Though the controls are a bit hard, I kinda like it. Think it would make a good speedrun just because of how precise you have to be to not lose speed.

Capture2.PNG

milq 2023-10-05 14:33

An amazing game for such a short development time! It reminds me of PC simulator and strategy games from the late 80s and early 90s! My congratulations, although the controls might be a bit difficult at first, you get used to them. It doesn't fully fit on my 1080p screen, and it doesn’t when I switch to full screen either. Despite that, all I have left to say is well done, I think it's a fantastic game and admirable for being a Compo game. Great job!

leparlon 2023-10-05 20:47

You had me on the procedural generated islands (with shallow water) but the fog of war and mini map were overkill! Fantastic job for a compo game! You should feel proud! Music + scenery makes for a great atmosphere as well. Captura de tela 2023-10-05 224050.png

I also have a flood-fill story to share. Had to use it on my game (although much simpler than yours), to which I was surprised I could code from memory! But then, it not surprising, didn't work at all. Checked the code, checked the code, looked for pseudo codes online, added prints, read about GODOT debuging, nothing makes sense... then... out of nowhere I look at the input array and see: *levelArray[pos.x][pos.x]* fixed it, saw the scoring system / greenefication working first time, went immediatelly to bed semi frustrated (3 AM) Commit message: Captura de tela 2023-10-05 225505.png Translation: Reverted the id thing to improve shot (caused worse bug). Flood fill counting points. tomorrow little cars (shot is how I called creating canals, the walls shoot a "building canal" that when colides with a canal, trace the path back creating canals to all nearby building canals. I had added an ID to prevent another building canal to build another canal shot at the same time. Sounds fancy but that code is HORRENDOUS. In the end I "fixed" it by making the canals shoot much much faster, which also improved the gameplay on accident, so win win) No regrets. Good luck! May our code works first run on the next compo!

nick-rafalski 2023-10-05 22:57

@leparlon Hehe I can totally see myself making that same indexing mistake (pos.x, pos.x), glad you figured it out eventually! Calling your canal-creating-things "shots" is so funny! I can totally picture how that developed over time. Thanks for sharing the laughs, and thanks for all the kind words about my game :)

germdog53 2023-10-06 05:05

This is a very nifty and neat game. I enjoyed the game play. There are a ton of features for a compo game, really well done.

steiner2001 2023-10-06 13:05

This game's potential is overshadowed by frustrating controls that make it difficult to navigate. Finding ingredients is a frustrating challenge, and the unresponsive UI adds to it. But nice idea, lovely graphics and music

bloodyaugust 2023-10-10 15:18

I made it in 477.62! A very impressive entry from a technical standpoint. Proc gen and the minimap both worked very nicely, impressive to get those done in the space of the compo. I thought the art and sound were both cute, and overall it came together for a nice experience. Personally I enjoyed the control scheme, but I can see how a continuous scheme like that of a joystick would work for more people without taking away from the experience. Honestly, I'm not sure how "fun" it is, but with some further work to diversify the gameplay elements, I think it could do well as a simple mobile game. Nicely done! :tada:

phlip45 2023-10-11 23:29

Definitely a lot more than I would expect from a compo game. Minimap, inventory system, procedural level generation. Just one of those would have been the entire goal for me! haha.

For me the game would have been fine if the keyboard controls mirrored the onscreen controls. I'm assuming it is a bug, but pressing 'A' for left or 'D' for right only moves the ship one tic. Holding the button does not continue to turn the ship left and right so you have to constantly tap the keys which is frustrating. I noticed that when you click and hold on the onscreen buttons that you do turn smoothly (still tic by tic, but holding it keeps you turning).

If you fix that, do @ me so I can play it again!

ex3d0 2023-10-18 22:28

Pretty cool game, the graphics and audio were pretty well done and I have to give you props for the procedural generation as it worked out super well. I wasn't a huge fan with how the boat controlled but other than that it was a pretty fun experience!