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A jam submission

It's Small World Travel After AllView game page

3D Open-world travel on a tiny version of the planet Earth, based on the real-world geographical data
Submitted by Total Noob Curiouser Kate — 3 hours, 12 minutes before the deadline
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It's Small World Travel After All's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.0004.000
Presentation / Art#14.0004.000
Theme Incorporation#14.8004.800
Audio#14.4004.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Limitations Incorporated
#7--Iconic Landmarks: ~20 well-known tourist landmarks to see and take in-game selfies.
#9--Collectibles: Banknotes of different countries--selected top 20+ most traded currencies globally.
#5--Journey Type: Hot air balloon flight, referencing the Albuquerque International Balloon Fiesta--the world's biggest hot air balloon event. You can steer the hot air balloon, loosely based on how it's actually done in real-world.
#1--Time Travel: To see an asteroid--THE asteroid that's believed to kill the non-avian dinosaurs--hitting Yucatán Peninsula that led to the formation of the Chicxulub Crater.

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Comments

Host

Hey, it seems like a lot of people really dig your game, congrats on 1st place!

I just played the post jam version and found a bug, it seems if you tap on the jump button, you can jump infinitely, sending you to height higher than the moon. Maybe this can be one of these cases where a bug can be turned into a feature though, would love to explore the moon as well(the Apollo moon landing comes to mind), or possibly other planets or worlds...

Developer (1 edit)

Ooo, nice catch! I had been using the Spacebar for jump, and the jump button was like a last-minute addition for the original submission for the mobile; did not test it extensively. Actually, jumping wasn't even in the original game plan. It's only during the game development that I found it impossible to walk across the Himalayas and Andes Mountains. :D

With the jumping bug, it sounds like you have really got a nice "satellite" view of the Earth. I have fixed the bug now. But, good idea to let the player go to the Moon.

BTW, as a total noob, I don't use gamepad. I mapped the gamepad control to the different actions in my game as best as I could by googling. So, if you have suggestions of how the gamepad control should be mapped, please let me know.

Host

If you've played any 3rd person shooter game, I think these kinds of controls would map out nicely:

Like assuming I'm using an xbox controller, left stick would move forward,  right stick would control turning, and you can use the A button to interact/Jump/Advance dialogue. Something simple like this would be perfect for most scenarios in your game.

Best thing to do is actually get a gamepad (like an xbox or ps5 controller or something) if you have one and test it out and see what feels most natural, or of that's not possible, there are game tester discords where folks probably would be willing to try out your game with a controller, just DM me on discord and I can send you the link to one if you're interested.

It's great that you're trying to support all platforms, but all of that can kind of bog down the user experience IMO as it might be too much information/UI at once. There's probably some kind of smart detection you can use to detect if the platform is mobile or not (something like Application.isMobilePlatform in Unity?) You can probably use something else to detect if someone is using a game pad. Then you can handle the logic for each control scheme depending on what the user is currently using. Testing your whole game with each control scheme on its own can let you take advantage of the strengths of each control type.

Hope this helps!

Submitted

It looks like a nintendo game, it have this really cozy ambiance that I love, I really appreciated the journey. :)

Developer

Thank you so much for your kind words! So glad you picked up my intention of creating a cozy, lighthearted, carefree kind of atmosphere.

Submitted

I love all the effort and the style is amazing! great work on this!

Developer

Thank you for the kind words!

Submitted

Hi, I loved your game. You get to travel the world! I loved the idea of making the different currencies the collectibles. I would have liked if the images of the currencies would have been a bit more high res. Another idea I had was change the music to something local, when you are travelling over the countries? But overall really smooth game play and a lovely travel game!

Developer (1 edit) (+1)

Thanks for playing my game!

Yep, the banknote images are fuzzy. And the spinning makes it worse. But I could only use what I could find. Hi-res may not be easy to find as it may cause suspicion of making counterfeit. :D I thought of making it smaller so it would not look so fuzzy. But I decided to keep it gigantic (so the player won't miss it) and thus silly. Tip--If you take an in-game selfie while the banknote is spinning, at least you can capture a still to look at.

As for music...it's a good idea to invoke a feel of local culture with music, but I'm also limited to what I have access to. I did think of using the local language in the greeting and goodbye phrases in the dialogue. Just need to download all those necessary international fonts.