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Voyage of Greed's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #25 | 4.188 | 4.188 |
| Controls | #52 | 3.375 | 3.375 |
| Overall | #63 | 3.304 | 3.304 |
| Graphics | #64 | 3.500 | 3.500 |
| Originality | #70 | 3.438 | 3.438 |
| Fun | #81 | 2.938 | 2.938 |
| Accessibility | #85 | 2.812 | 2.812 |
| Audio | #92 | 2.875 | 2.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
Are we the baddies? A capella.
Game Description
Conquer islands, plunder villages and profit from the stolen goods!
How does your game tie into the theme?
You have to explore and conquer an ocean full of procedurally generated islands.
Source(s)
N/A
Discord Username(s)
h3xagon2735
Participation Level (GWJ Only)
1
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Comments
This might be my favorite game so far!! Amazing work.
To succeed in the Voyage of Greed, you really need to tap into your greedy side and throw all empathy out the window. If you love slaughtering Minecraft villagers in droves, then this game is for you. This represents colonialism at its finest.
The expedition is very tough if you try to go in head on. Encountering too many enemies or towers at once will most certainly spell your doom if you are ill equipped. Farm up resources on some easy islands to start building up your arsenal before you start going in guns blazing. With the projectiles following the player, it's important to pick your battles and utilize the environment around you to break LOS when necessary. Once you get that machine gun and some trusty armor you can turn those idiots into swiss cheese. Just going island to island wiping out any and all signs of life. Are we the baddies??? Absolutely.
This idea and concept you came up with is truly addicting, and I could see it fledging out into something spectacular if you continued to build upon it. Nothing like a game that gives ya a good ole descent into evil experience.
Thanks a lot for playing and for your compliments, I'm glad that you enjoyed the game so much!
Your summary of the gameplay is stunning - it captures the concept that I designed the game around amazingly well!
I will work a bit on the game after the jam is over, adding all the things that I originally envisioned having in the game (and also doing some balancing).
Again, thank you very much for sharing your impressions!
You better believe I will be checking back in case you make some updates!!! I know many have mentioned this may be too difficult, but I think it's perfect. The challenge was engaging and the progression felt charming
Nice, this is quite motivating, I will let you know when the updated version is ready! (might take a bit though)
And thank you for the kind words about the difficulty! I personally also enjoy how the difficulty progresses (especially being quite weak in the beginning), but then again, I made the game and therefore likely tuned the difficulty to a level that I like. Anyhow, I aim to change the mechanics a bit, with the goal to not lower the overall difficulty, but to nerf some features that feel unfair, like the excessive target tracking of the enemy projectiles. There will be other mechanics that will compensate for this loss of difficulty though, hehe.
I’m not great at this kind of game in the first place, but it also just seemed really hard. Normally in more combat-centric games I can rely on just taking it slow, or focusing mostly on dodging, but I’m pretty sure the enemy projectiles were following me, not just going in a straight line, which felt unfair for a base-level enemy. Maybe it’s just good at anticipating my movements though?
Regardless, I was able to move around in bit both at land and sea and that was all pretty smooth. The procedural generation also seemed pretty well implemented, so kudos on that!
Overall, nice job!
Thank you for playing and for your feedback!
The enemy projectiles indeed track the player too well. I will change this behavior after the jam is over, greatly restricting the rotation speed of the projectiles. I was also thinking of making the rotation speed scale with the number of nearby towers - i.e. close-by towers help in guiding the projectiles.
This was great! Would have loved gamepad controls but the KBM was really good. Early on I found myself frequently thinking “I’ll just back of and gun down some forests while I heal up” which really sets the tone well. I loved how the box eyes with capsule curvature make them sinister. I also loved how just diving in was nearly immediate fail, you have to take the coward’s way and find a spot to pick them off.
Thanks for playing and sharing your impressions!
The sinister eye look actually happend quite unintended when I exchanged the player model from a box to a capsule. But I also liked it, as it gave a more villain touch to the player.
Very polished game with a lot of awesome features. The upgrade paths seemed very cool, but like other I struggled with some of the enemies.
This is cool stuff! I liked your implementation of procgen and appreciated the camera being able to rotate. I got fairly far before dying and liked the level of progression you have!
Was not expecting to see any procedural generation in this jam, that's sick. I love a good procgen island.
Good little game, the graphics are simple and sleek, the curve is fine, though i had to cheese destroying a lot of the towers by hiding behind a building or tree. I particularly love the particle effects on the steam boat and the bazooka explosions.
Thank you for the kind words!
I really enjoy implementing procedural generation and for this jam it fit quite nicely for what I had in mind. Retrospectively it might not have been the best decision, as I spent way too much time on tuning diverse parts of the world generation system.
I am happy that you liked the effects - I would have loved to implement more effects, especially for the boat and for the enemies!
I like the particle effects on the boat. Felt like the game was a bit too difficult for me (enemy bullet tracking seemed unfair. They can shoot you while in the boat but you can't shoot them.) Nice job though!
The game has a nice mixture of gameplay styles. It was challenging choosing the next island based on my resources and if I'm able to overcome the enemies on the nearby island.
It felt a little unfair that enemy projectiles track my current position. I felt like there was little I could do to avoid them.
I liked the idea of daily maps. Some sort of high score or other form of measuring progression would go well with this.
Congratulations.
Thank you for playing and for your comments!
I also think that highscores would have been a great addition, especially combined with the daily levels. They were actually planned to be a feature, but sadly due to lack of time, I could not add them in the end. But maybe a little revamp after the jam is over will fix this!
I definitely had a great time, and may have spent more time than expected in this one. The sounds and visuals are all really cute and cohesively done!
I think there's some mixing of genres here, so a little tutorialization would go a long way in smoothing out the difficulty. Fuel in the early game seems to be a big hurdle, and having some low hanging fruit style islands would reward the player for good choices. It would afford some difficulty leniency in the beginning, especially since wood becomes plentiful in the endgame.
Not a negative point, but clicking on the enemy rather than the ground doesn't immediately register in my head. The genre convention I'm used to would make the player character shoot just above the point on the ground that the mouse is on. Pointing at the enemy does give a unique opportunity to aim at parts specifically which is innovative and cool.
I really like the idea of a daily map. It also shows that you know how to control a seed. This is great for alot of reasons including speed runs and shared experiences.
https://www.twitch.tv/videos/2463412728?t=1h52m14s
Thanks you so much for playing my game on stream and for all the feedback! It was really amazing to watch you play and figure out the mechanics as you progressed through the game. I would have never expected that someone would spend 50 minutes on my game - just breathtaking!
I fully agree with the balancing issues. There is definitely some need to tweak the difficulty, which would make the game more enjoyable. I think I learned a lot throughout this jam (fist one for me as well), especially on what I need to prioritize next time.
The aiming issues that you mention have been a concern throughout the development and I could not find a good solution to them. I guess it goes down to the fact, as you say in the stream, that I am kind of mixing a 2D concept with a 3D game. As you spotted correctly, there are two different modes of aiming: direct aiming when the mouse is over an enemy/building/tower/tree or aiming at a point a bit offset from the ground when the mouse is over the ground. The biggest problem here is upward elevation changes in the ground between the player and the target, which are not really visible when the camera angle is too high (and also due to the some shading decisions). This would often result in projectiles hitting the ground, making the shooting controls feel not so great.
Again, thanks for your impressions and feedback, it means a lot!
And glad you liked the sounds! I do not have much experience with sound design and I really had a blast making a capella sounds for the game. Also fun to use a single sample for different sound effects by simply adjusting the pitch.
I didn’t get very far as it was very hard, so I don’t have a bunch to say, but I liked the idea a lot. (+) Swapping between island/on-foot and the ocean/ship modes were fun and I enjoyed sailing around.
Good job, with some balancing I’d love to play more!
Thank you for playing and for your feedback!
I agree with the balancing issues! I should have put more priority on adjusting the difficulty curve, but I realized that too late.
Choosing which islands to conquer in the beginning of a level is also something crucial to this game, but I should have emphasized that somewhere.