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    Ludum Dare 23

    April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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    Shipwrecked - Madball - 48 Hour Compo Entry

    IMPORTANT: play-through available: http://www.ludumdare.com/compo/2012/04/27/how2play-shipwrecked/

    A ship crashes on an unknow land. Capitan is the only survivor. Help him escape from there! Kitten and ROUS (rodent of unusual size) includen!

    Mouse to interact, WASD/Arrow keys to scroll.

    I couldn't upload an .html file to Dropbox so the game is .swf and larger than supposed.

    Source code is available via right-click in-game. If you need it, of course.

    Tips if you don't get how to play:
    1.See stats. There is "Tools level" stat. It's in top 1 not understood things. You need 1 to chop, 2 to dig, 3 to build, 4 to win. There is also "Material". When you have enough material tools will be crafted automatically (same as leveling). There is 1 material type. And you don't need material to build.

    2.You can only interact with tile you stand on. Otherwise you can only move.

    3.A shelter, you say? If you don't know why do you need it, don't build it.

    And... press "?" often. At least once for each tile. Just when you start.

    [b]It seems many of you don't press "?". Why did I make it???[/b]

    View Madball's journal. | View all entries by Madball

    Ratings

    Coolness100%
    #453Mood2.65
    #524Theme2.85
    #549Innovation2.67
    #555Audio2.16
    #628Humor1.85
    #795Fun2.02
    #803Overall2.30
    #821Graphics2.00

    Comments

    robbiehunt says ...
    Apr 23, 2012 @ 1:31pm

    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 says ...
    Apr 23, 2012 @ 1:49pm

    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 says ...
    Apr 23, 2012 @ 2:14pm

    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 says ...
    Apr 23, 2012 @ 3:55pm

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

    Madball says ...
    Apr 24, 2012 @ 1:56pm

    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.

    Mago says ...
    Apr 24, 2012 @ 3:16pm

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

    Pierrec says ...
    Apr 24, 2012 @ 5:32pm

    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 says ...
    Apr 25, 2012 @ 5:42pm

    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 says ...
    Apr 26, 2012 @ 11:18am

    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.

    Topaz says ...
    Apr 27, 2012 @ 6:31am

    Interesting.

    triplefox says ...
    Apr 29, 2012 @ 7:45am

    Very atmospheric, considering how low-fi it is.

    kibertoad says ...
    Apr 30, 2012 @ 6:56pm

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

    Shifty says ...
    May 3, 2012 @ 12:41pm

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

    Thotep says ...
    May 4, 2012 @ 2:04pm

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

    someone says ...
    May 4, 2012 @ 3:10pm

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

    Maple says ...
    May 5, 2012 @ 11:56am

    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!

    Fenyx says ...
    May 5, 2012 @ 6:40pm

    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 says ...
    May 6, 2012 @ 9:07am

    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.

    Daniel says ...
    May 6, 2012 @ 10:14am

    Interesting

    Benjamin says ...
    May 6, 2012 @ 11:04am

    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 says ...
    May 6, 2012 @ 7:15pm

    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 says ...
    May 6, 2012 @ 7:22pm

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

    Rex Peppers says ...
    May 7, 2012 @ 1:24pm

    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 says ...
    May 8, 2012 @ 6:42am

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

    JesterBLUE says ...
    May 8, 2012 @ 11:24pm

    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 says ...
    May 9, 2012 @ 2:27am

    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 says ...
    May 9, 2012 @ 1:04pm

    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 says ...
    May 10, 2012 @ 5:57pm

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

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