Play synth
Lacus Opportunitas's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.569 | 4.569 |
| Sound design | #1 | 4.750 | 4.750 |
| Creativity | #2 | 4.667 | 4.667 |
| Fun gameplay | #3 | 4.292 | 4.292 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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One of the things I'm wondering, is how to reset data from scratch so I can try the tutorial again if it came down to it? It's quite a lot of info to remember. Also how can I learn what sound is what? It's a great game so far though, I'm just not sure what types of ports I can cell waste at.
'Why on Earth is this labelled as a synth?' I wondered. Then I opened it up and OK, wow, that's why it's labelled as a synth. And what a synth! I don't know how you did it but you managed to appeal to my 'make the numbers go up' and my 'I will immerse myself in this meditative environment' sides in one package. I've never seen anything like it, tremendous work
I really enjoyed this game/synth/experience. I love the chill soundtrack, the trippy abstract visuals, and the bold and unconventional color scheme. Piloting the lunar lake and going over the waves is very enjoyable in itself. The trading gameplay is basic and unchallenging, but serves the purpose of motivating you to get out on the lake. The accessibility of the interface is quite good, although the gameplay could be more interesting when playing without graphics. And, kudos on implementing an actual tutorial. Ahoy!
In the spirit of improving an already excellent game, I offer some feedback.
Playing without graphics at first, I really struggled with getting myself pointed toward my intended destination. I think this could be alleviated with more tutorial and explanation. In particular, explaining that the "beeps" mean you are pointed at a port, and that the "Target" action selects the signal you are pointed at. For a very long time I thought the beeps were just musical embellishments, and wrongly guessed that "Target" was supposed to turn my ship toward the target I had selected with the "Next/Previous Target" actions (which would be a very welcome feature), but didn't seem to be working right. I don't think I would have ever figured it out if I hadn't played with graphics turned on later and noticed the beeps corresponded to the "fireworks".
Clearer audio feedback when you are running into the edge of the lake would be appreciated. There is a sound effect, but I wrongly guessed that it indicated an interesting object or landmark, so I actually tried to move toward the sound for a couple minutes. I didn't figure out what was going on until I turned on graphics and noticed that I wasn't moving and the dots ahead were black. Maybe there could be an intervention via TTS if you keep running into the edge for 15 or 30 seconds.
Probably the most fun part of the game is going over the big waves, but you don't get the same feeling without graphics. I think maybe I could tell a difference in the music when going over a wave, but if so it was subtle. It would be great if the music could change to evoke the feeling of anticipation of seeing a big wave ahead, the growing excitement as you rise, and then the rush of coming back down.
The tricks system is a neat way to add gameplay interest to travel, and to participate with the music. But if you're playing with a screen reader, the musical experience is somewhat spoiled by the TTS butting in to tell you that you got a measly few credits. It would be better to use music/sound to communicate how sick your tricks were, and instead of giving credits (which aren't really needed, and doesn't make narrative sense), maybe performing tricks could give you a speed boost.
The bottles were an enjoyable diversion from just going straight from point A to point B, but it's an aspect of gameplay that blind players miss out on because of the (apparent) lack of audio cues. Although I'm not sure the mechanic as it currently exists would be enjoyable if playing without graphics, because the reward may not seem worth the hassle of stopping, orienting yourself to the bottle, then orienting back your destination again. Maybe a slightly altered mechanic, where bottles can appear on either side of your ship (indicated by a music change in the left or right stereo channel), and you can strafe or lean over to grab them as they go past, without changing your heading?
A technical issue I encountered (using the Windows download) is that the performance of the music playback gradually gets worse over time, perhaps indicating a memory leak. The music is fine at first, but by 15-20 minutes it is noticeably stuttering, and eventually after another 15-20 minutes or so it seems to give up and die. It seems to revive slightly while docked in a port, but not once you are back on the lake again. The graphics, interface, and TTS remain just as responsive, only the music is affected. Quitting to the main menu doesn't fix it, but restarting the application does. As a developer I know this sort of issue is easy to miss because we usually don't play our games for long stretches during development.
Anyway, I hope this doesn't come across as too critical. I really enjoyed the game. I played it for nearly two hours, and then spent over another hour thinking about it and writing this feedback, because I liked it enough to really care about it becoming even better! Excellent work!
Overall really cool game, and like other people have said, just driving the boat was a joy! Excellent visuals as well.
I suspected going in I'm going to enjoy this one and I wasn't disappointed. I have to echo the comments from others at how well the audio works, especially coupled with the controller rumble it really feels like you're riding the waves. The targetting system also works really well, I was able to distinguish the ports on their pitch though I mostly relied on the speech to figure out if I targeted the right one. What I found really helpful is that I could turn the targetting off temporarily if I wanted to take a detour to pick up a bottle or do some tricks without the soundscape being yoo cluttered.
The idea of this video game is original and the sound ambiance is a success!
... Well I can always win a category next year.
Assuming you and Punished Felix both vanish XD
My favorite game of yours and of the ones I've played. I just wanted more things on the lake! I wanted other boats to trade with, and sirens to chase!
The other boats thing actually got me really considering it. It would be pretty easy to generate traffic between the ports. Spawn a boat and have it move along a straight line. Bonus points if it makes evasive maneuvers when you try to hit it. Or maybe you get points for destroying them? Two fun problems with this:
f(x,y)which return az-value. I could probably just treat it as a point source, but to differentiate it from a bottle, wouldn’t it be cool if all those particles were emitted from the surface of some boat-like shape? I suppose could just use a cone, because cones are futuristic and cool. 😎Totally up for the challenge, but we’ll see! ✌
After having played all the submissions, this is the one I keep coming back to play more just for fun and not to rate. This is a beautiful experience and a fun game.
I wish I could identify the ports when aiming for them. I'm having to memorize the map and I'm not good at it. If they sound different, I'm not hearing it.
The visual aspect is beautiful but hard on aging eyes. The disabled buttons are simply unreadable to me.
But all in all, this is a game I'll keep playing to see how far I can make it. Beautiful, fun, and engaging.
Thanks for reaching out again after spending a lot more time with this. I want to create experiences that keep folks coming back for relaxation or eacapism, so I sincerely value your feedback. User interface design has never been my strongest skill, and I agree that the current styles are not ideal for lower vision. I’ll continue to refine this in my next update, due later this week. Cheers! 🤟
I will add that you’re not missing anything about the audio design. With perfect pitch you might be able to tell the musical frequencies apart to memorize the layout. That’s more of a side effect than the actual intent. I intended for folks to use the targeting system and memorize the layout over time, like how we learn anything else. I worried that the sound design would have failed if it had to communicate more than it already does.
Sorry for the triple reply! I updated the project just a bit ago. If you’d like, could you please let me know what you think about the disallowed buttons? Beyond increasing the overall font size, I also adjusted how the opacity and strikethrough is applied, especially on hover or focus. I’m still trying to find that balance between legible and stylish, and I don’t think squinting myself is the best test. And if you weren’t using it already, there is a new high-contrast dark mode on the settings screen.
I wasn't using the dark mode. My first stop in any game is always the settings, even before I play. Was Dark Mode there and I forgot about it? That would be totally on brand for me XD
The changes in Light Mode are a massive improvement. Perfectly readable at rest, and more so when hovering.
The dark mode is also very legible. Not sure how it was before if it was there and you made any changes to it.
Maybe just the changes to hovering would have been enough. I do like stylish screens and I absolutely love thin text (as long as I can read it). It's still all crisp and clean. Thanks for the heads up with the changes.
Everything is fine, but the sound of switching according to the menu elements seemed unpleasant to me. He hits the ears.
What an amazing game! The soundscape is interesting to listen to even without the gameplay. Great use of the rumble feature too, playing it with a controller was a blast!
The flying mechanics are fantastic and I'm really drawn to the unique art style and the beautiful curvature of the world. I imagine the vibrant colours would be great for anyone with limited vision. My main concern is accessibility for blind players, particularly with menu navigation for buying and selling. It would be great to see some solutions for auditory or haptic feedback in these areas
Thanks for playing! I’m glad you loved the visuals and movement systems.
Could you please elaborate on the issues with the menus? My tests with screen readers like NVDA and Microsoft Narrator produce a pretty equivalent experience for me when not looking at the screen. However, I can’t speak for VoiceOver or Orca personally. The game does not self-voice, but it follows WCAG standards and should be understood by all the major assistive technologies.
Thanks for letting me know. I didn't realise I already had Microsoft Narrator built in on my windows laptop until now. I have replayed your game with it on and it works perfectly fine. It's ctrl + windows logo + enter to open it.
Good to hear! My advice (not directed toward you, but for anyone reading) is that evaluating blind accessibility should start with a screen reader enabled. If a game offers self-voicing that conflicts with the screen reader, then it can be temporarily turned off and on as needed. That’s more typical of the experience of someone who accesses technology they can’t see. By default, their screen reader is probably on. If not, they turn it on as needed, to complement other assistive technologies like a screen magnifier. In general, it’s their device, and we can trust them that they’ve configured it to be as accessible to them as possible.
This was such a surreal gameplay experience. The audio was so well done here. I don't have a screen reader installed so this game was impossible to play blind, but that's more of a me issue since I don't have the appropriate software to test.
From a visual standpoint, this is so trippy and cool, especially the driving section. This part of the game was fun driving around with my eyes closed although I didn't have a screen reader I had no idea where I was going while doing that. The best part is this was fully playable and looked visually awesome even for a non visually impaired person. Kind of weird to think inclusiveness in the opposite direction here lol but this is all around a great packaged game.
The trading aspect of the game was a believable enough reason to continue playing although the driving section really was the star of the show to me.
Overall, the driving was fun, the trading aspect fell a little short (I think mainly due to the uncertainty of whether or not i'd be able to sell goods at specific locations (My memory isn't good enough to remember which port would buy or sell what, at least in such a short time span). Honestly I could play a full game based around the driving portion alone.
Thanks for sharing your game and can't wait to see more of what you do!
Thanks for playing! I’m glad you enjoyed the vibe, as it’s currently my special interest.
You should certainly try to install a screen reader, because it will transform your experience of this jam! Even just the frustration of trying to open an embed and giving it focus is something you’d never think about! Many of the games here will also hook into it better than what their built-in self-voicing will provide, with whatever settings you’ve configured it to have.
In my opinion, self-voicing isn’t necessarily required for a game to be accessible, because someone who can’t see the screen will likely be using a screen reader to access it from their web browser or OS in the first place. That said, it’s not a bad thing to include, especially if your game doesn’t have readable text or can’t provide the necessary information for a screen reader to succeed. For me, it feels very much like reinventing the wheel when working with web technologies exclusively, because they support screen readers with surprisingly minimal effort.
Anyway, I’m sorry for getting hung up on that one detail of your very thoughtful review. The driving game you’re looking for might be Periphery Synthetic, and you can claim a free copy at the bottom of the page. No purchase is necessary. It’s my treat to this awesome community.
Hi, if you're on windows, there is a completely fee screen reader you can try called NVDA. It works with a lot of the games in this jam, reading the menus directly!
This is just pure unadulterated joy. Even lost and clueless lugging a full load of waste is a pleasure.
Hi folks! I’m very excited to share this project with you. I wrote a long-form piece about the making of Lacus Opportunitas that you may find interesting. It goes into the inspiration, process, and some specific challenges during development. The source code is available as well. I’m very excited to dive in and review all of your submissions. Please reach out if you encounter any game-breaking issues or have any questions. Enjoy!