December 13th-16th 2013 :: Theme: You Only Get One
[ Real World Gatherings | Ludum Deals | Warmup Weekend ]
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Update: Now have OsX and Linux versions uploaded! Feedback on links and program run would be appreciated. Thanks :)
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It is done.
This was my first Ludum Dare and I must say it was AWESOME! It was plain enlightening, I never dedicated myself so much into the job before. 48 hours was really tight for levels, sounds, testing, and especially art.
If it wasn't for the wonderful C2 I wouldn't have been able to do half of this.
In "The Torpedo" you are trying to program a torpedo that you are about to launch from a hand-crafted, one-man submarine you named "the JOUSTER." However, it can only carry one torpedo! Will you be able to defeat the sector commanders of the invasion forces?
Edit: though these are also explained in the in-game tutorial, people seem to miss them so here we go:
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SOME IMPORTANT NOTES:
1-) DONT FORGET TO PRESS THE NEXT BUTTON! After setting the radials, press next to enter the command, or your torpedo will just fly straight.
2-) YOU CAN QUEUE COMMANDS! Most people seem to miss the line in the tutorial, you can enter up to 8 commands for your torpedo
3-) North is 0 degrees. This is towards the top of your monitor. East is 90 degrees. This is to the right.
4-) CLICK ON SHIPS TO SEE THEIR INFO! USE THE IN-GAME CLOCK to check how much time civillian ships take travelling their routes. Then combine this information with their speed to have an estimation for your torpedo planning!
5-) Be vary of streams in 3rd and 4th levels!
6-) The torpedo always launches with 5 knots and to Jousters angle.
Downloads and Links
Ratings
![]() | Coolness | 98% |
#101 | Innovation | 3.63 |
#313 | Theme | 3.20 |
#420 | Overall | 3.10 |
#517 | Audio | 2.46 |
#587 | Humor | 2.04 |
#603 | Graphics | 2.73 |
#603 | Fun | 2.71 |
#626 | Mood | 2.58 |
Comments
The programming aspect of this is fun. I couldn't work out how to remove a command once added. Nice game overall.
I'm impressed by how complex you have attempted to make this, and by all accounts it seems to work as intended aswell, so good job!
I feel like the launch sequence is a little confusing though, it took me two launches to learn that I have to click next to issue the orders, and with little reference other than "winging it" it quickly became a little frustrating to have to go through the whole sequence in the tutorial again and again.
Other than that I think it's a great idea. And possibly the best take on the theme I have seen yet.
Same as Jakub, took me some time to understand how the torpedo's worked. I'm not very good at planning the torpedo's though :P poor islands got hit to often. ^^ nice idea
Thanks everyone, glad you enjoyed it. I really wanted to improve the tutorial but 48 hours is really tight :) And if only I could get a couple more levels in! I am definately going to make a post-compo version though.
Neat idea. Very innovative.
I failed a lot and I didn't like that my program was erased every time. Now that LD 28 is over, you could just say... you only Had one Torpedo... now you have more!
Congrats on completing your first LD!
Excellent idea and well executed!
As with the other people, it took me a while before I realized I first had to enter the command via the next button, but programming the torpedos is a lot of fun.
It turned out though that I unfortunately suck at programming torpedos. Still had fun and played 15 minutes until I gave up!
Got really into this! One thing you should definitely add is a distance scale or a reference grid, was never really sure how far a nautical mile was in your game and it lead to basically doing each stage through trial and error which got old really quickly. Apart from that the idea behind it was great and the presentation is amazing. two player version would be awesome, kinda like worms except with submarines and programmable torpedos xD.
It's a good fun challenge, I like the programming aspect of it! Good job.
@ocarina of lime, thanks for the feedback! I added the stopwatch and civillian ships so that you can calculate how much time they take travelling a distance, compare their speed and maybe even set your torpedo to their speed! Maybe in the post-compo version, in easy difficulty, I could add some other measurement devices. Thanks for playing! :D
I like the concept, and the water shinny effect !
The game is a bit hard since you can edit your previous commands :)
Very slick, very accomplished. That is an extremely solid implementation in the timescale. The water effects and caustics were really lovely and the colour palette soothing. The sounds were fitting and the UI felt ... solid .... It was rather difficult though - perhaps for the first level showing how far the torpedo would get at a given speed i.e. visually plot the route, just to train the eye? Thanks
@jimmypaulin thanks for the good words. I know about the difficulty, and I really intended to add some visual clues and other tools like the watch, but it was my first LD and couldn't use the time good enough.
fun little game! hard though! very satisfying getting the right timing, and taking out the ship. also really liked the hexagonal water. good job!
It was pretty innovative, but I am an idiot, so I don't know how to play, but as I can see, its a smart people's game, so I will give it some good score :)
@Nichii nooo it's only my fault for not explaining it clearly. If I had more time I could have made a better tutorial, but this is the challange of the Ludum Dare and it was my first one, so you are not an idiot but I failed at a clear tutorial! I would be glad if you kept trying and solved the mechanics, once you do, it's a great pride to score hits! Thanks for the nice comments!
I really enjoyed this, I must admit. Really well done. One issue: if your submarine is on the right side of the map, the TPC can overlay it and force you to toggle it on/off while programming.
It is a bit hard to learn how to play this game. But great idea though I am looking forward to some more polished Post-Compo version.
I really like the mechanic and it is impressive that you managed to implement something this complex in 48hr.
The graphics are a mixture of many different ways of creating it, there's vector art for the ships, large pixels for the island and hexagons for the sea (the effect on which is beautiful), this is all forgivable though!
Maybe I missed it, but maybe an abort button would be a nice addition, because I can sometimes just see it's headed for disaster and I have to wait it out.
Sound effects were just fine, music would have been nice but I can understand how there was no time for that with such a complex game!
Well done!
By the way, I left a reply to your comment on my game
I get a loading error (Chrome saying WebGL was blocked) and get referred to this site: https://support.google.com/chrome/answer/2905826?p=ib_webgl&rd=1 - Reloading doesn't help either :S
strange, it must be something about your chrome settings :( Would you try windows version please? It is also possible that your graphic card drivers are not up to date. Thanks for trying anyways :)
The hexagonal effect of the water really stood out in a good way. Very pretty.
The torpedo settings really need a button to remove a command. It's a really fun idea, but as a player I felt very limited to trial and error because there was no visual indication of how far a knot was on screen (unless I missed something). Maybe Direction+Distance would be easier than setting Direction+Speed+Time.
Good job though, everything seemed to work as it was intended.
Got me some time to get the hang of it, but really interesting!
Hello fellow C2 user (is this a trend? I like it. Go to my game to see my reply, btw).
I liked your game! It's simple in its controls but deep in mechanics, which is quite nice. Maybe a little bit too much blank text overall (maybe add some faces speaking? a radio? something!), but its enjoyable all through it. Congrats
Keep working on this! Improved instructions and feedback will help, but this is quite an impressive accomplishment for 48 hours! Well done! I love playing all the other Construct2 submissions. I'm a total newbie so it is inspiring to see what others are doing!
So, this game mainly suffers from usability problems. You spend a lot of time explaining the obvious, and the Next button is only tangentially mentioned in the jungle of instructions. Also, there wasn't a Next button on the intro, which is further disorienting.
The reload button looks just like your browser's one, and even the text says reload, so I kept refreshing the page. That was silly.
Also, I don't get why the ship's position is randomized every time. Makes no sense when these kinds of games are about improving your estimations iteratively.
It's promising, but it shows that you ran out of time.
@Jiggawatt thanks for the lets play on twitch and the review. UI and especially button design is a mess, completely aware of that. But even with all the instructions people seem to miss the how-to-do part so I felt the need to be explanative. The refresh button is, as you can see by the wibbles and wobbles was a last-minute work :D All these problems I am currently fixing on post-compo build.
Oh, and if I didn't randomize every time you missed, you wouldn't have had one chance, would you :) That would be against the theme :P Now that the compo is over maybe on easy difficulty ...
Cool idea, but definitely needs polishing. The interface was the biggest roadblock for me. The visual styles clashed, but that didn't take away from the gameplay, which I found quite interesting once I got the hang of it.
Congratulations on your first LD!
Nice idea! Really complex given time constraints, good job C2 buddy! ;)
Congratulations for your first LD.
Even though I understand the concept, I'm really missing a sort of simulation to make it easier to calculate the angles and times needed to program correctly the torpedo.
I only went as far as "Hiding in heaven", it's a bit quick to introduce new mechanics (the moving boats) as soon as the second level ^^
At some point, the TPC was also in the way because my boat spawned on the right side of the map, and I was forced to be "blind" to its position in order to program.
It's a nice idea and a good technical realisation in such a short time, it's not "that" user friendly though.
Nevertheless it's really impressive to be able to produce and release such a complex idea during a short game jam. I agree, C2 makes it easier, but pulling up a "program system" on your first jam, it's not an easy task.
So all kudos to you on this !
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Hello fellow C2 user. :)
Nice game, I like the usage of some particle effects and webgl effects (even though my laptop didn't like it as much as I).
It took me a while to figure out how to properly set up torpedos but then I really enjoyed the game. It's not that easy!
And thanks for the built-in timer.