Play game
The Voyage of the Red Robin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #6 | 4.238 | 4.238 |
| Originality | #34 | 3.476 | 3.476 |
| Accessibility | #45 | 2.762 | 2.762 |
| Overall | #51 | 3.102 | 3.102 |
| Fun | #51 | 3.048 | 3.048 |
| Audio | #63 | 2.762 | 2.762 |
| Controls | #66 | 2.762 | 2.762 |
| Graphics | #76 | 2.667 | 2.667 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
You journey through the Archipelago on ship and on foot in search of the Lost City.
Wildcards Used
Cartographer
Map a new world as you explore it
Discord Username(s)
aitarosz / vpeter1119
GWJ Participation Level
2
Team Size
1
Leave a comment
Log in with itch.io to leave a comment.






Comments
Neat game. The spirit of exploration is captured well.
You managed to put in both sea and land traversal, which is cool. Events are well done. My expedition lasted for 105 days, at which point I ran out of food. Most of the hunting expeditions failed. Should have tried fishing I guess. Nice procedural generation. Would have liked more variety in the islands though.
Overall this is a good jam game, which can potentially be improved further. All the best!
PS: Immediately recognised the soundtrack. Thimras composed the track (and contributed it to OGA) originally for our “War-Ships” game in 2022. Brings back memories!
Yes, I even remember reading about that game in the description on OGA! Didn't expect to run into the creator here, but it's so cool. Thimras made an excellent song, and I'm really happy it was made public domain because the moment I first heard it, I knew it would fit my exploration atmosphere well.
Thank you for playing the game and giving detailed feedback. Even though you did not reach the goal, it was more about the journey all along. I plan to develop some of the features that I left out due to time constraints and add some more events to breathe more life into the Archipelago.
Edit: Now I'll make sure to try War-Ships as well!
Very cool experience you crafted here! I played through twice, died the first time and did a full year the second time but wasn't able to find it :( I still enjoyed my time exploring the seven seas though! Well done! Thanks for making and sharing it :)
Thank you, it's quite a positive surprise to me that anyone (and even multiple people) took the time to play it through the year. I'm sorry you didn't find the Lost City, but the whole design philisophy behind the game was that the journey matters more than reaching the destination. With that in mind, I plan to implement some additional map features, activities and events I had to leave out due to time constraints, which will hopefully bring some more life to the Archipelago.
I really enjoyed the emergent narrative here! I agree with others that it was a bit easy -- gathering a huge amount of resources and more personnel than could fit on any boat known to history was pretty straight forward -- but I was compelled to find that lost city, so I took my floating nation-state to every corner of the map until I found it. I found the movement a bit jarring, how it inched forward on press, then zoomed across the waters -- I had to backtrack quite often after jetting past landmarks. However, it doesn't seem that time was a resource worth worrying about.
Would like to say that our game also had to make sacrifices to complexity and challenge in the interest of releasing something that works, so I understand completely! Just putting it out there for future iterations.
Thank you, I'm glad you enjoyed the game. The movement could use a bit more love, one thing I planned but never had the time to implement as a point-and-click navigation, but I still want to do it because I want to practive pathfinding. The keyboard movement should use some more love as well, although I'm not sure how to adjust that, maybe by introducing some limit to the input processing function.
Unfortunately I did not have the time to thouroughly playtest and balance the resource economy, so you can absolutely go overboard without any downsides, but I already got some useful feedback and have some plans to improve it after the jam. Time matters in a way, because you only have 365 days to find the Lost City, but it's generous for sure, especially if you get luck with the map.
Thank you for playing it and the detailed feedback!
Really fun experience! The exploration and resource management reminded me a lot of the early ultima games. One thing, since the controls are predominantly keyboard based, having the random encounter options be selectable by keyboard would have been a nice option (so I can be lazy and not have to reach for my mouse :P)
Thank you, I'm glad you enjoyed it! While I read a lot about the Ultima series, I never tried them, you got me interested though. Thank you for the suggestion about the event options, that's actually something that never crossed my mind, but I like it so I'll definitely implement it.
Nice work, it kinda turned out into a very chill sailing game. It reminded me a bit of Pirates!
The generation of islands is quite nice and I like all the flavour with events. It does become easy once you know how to exploit it.
I had an event that gave me the choice of stealing cursed gold for some natives, the hover over text said "set take cursed gold flag to true" which does get across what it does but it feels too technical for flavour text. Not sure if it was a place holder or not.
Speaking of that event I could spam hunt on an island and basically get endless treasure so i just gave the locals their measly 8 gold back when I had near 100.
Regardless, I had a bunch of fun with this and I like the nautical song in the background, very fitting.
Thank you, I'm glad you liked it! While I tried Pirates! ages ago, I didn't play it as much so I could use it for inspiration, but nevertheless the comparison is very flattering. The resource economy is something I had little time to playtest and balance, but I got very useful feedback here already, so I'll definitely improve it later. Setting the story flags like the cursed gold is a feature I barely touched, and you are right, I imagine displaying them with some mysterious text like "The cursed gold will bring misery upon you..." or something similar. Anyway thank you for playing it and providing detailed feedback!
Quite attracted to this game. I feel like you've opened a lot of cool doors and you needed more time to get all the magic to operate (for instance its unclear at first glance what role the various resources play or how the correlation between a move and time affects the game).
Also I love sailing games :)
Thank you, I'm glad you enjoyed it. Your assessment is correct, I managed to set up some systems/features that I wanted and even partially made them work together, but unfortunately didn't have the time to give any of them the depth I wanted to. Maybe after the jam.
I liked the whole game especially the event system! I've always wanted to build something like that. Nicely done.
Thank you, happy to hear that! I also wanted to make something like this for a long time and with this theme I finally got the motivation. :)
It was fun to explore and uncover what is behind the hidden fogs and I looked forward to finding another new interaction and story as I "journeyed" through! I would have really enjoyed more story and variation of the events along with more clear explanation on what all the resources mean.
Thank you, I'm glad you enjoyed the game. More events / activities and improved tooltips / guidance are on my list of planned post-jam improvements.
I loved the game! The fog of war makes exploring the game, especially in the first few minutes, exciting and slightly scary.
The small stories told through dialogues and missions/choices are fun and create a certain lore for the world. I must have played for about 15 minutes; if there had been more variations, I would definitely have played longer.
As time went on, I understood what was worth the risk and what wasn't. In a way, the game is "easy," once you understand that fishing and fresh water are risk-free, so you don't have many reasons not to avoid a fight with pirates, giving them food, or risking your crew on dangerous hunts. I would have had more fun with a slightly more punitive system.
I'd like to say that whenever possible, I took the natives' gold and accepted being considered a traitor by them 😅
Finally, I was almost accepting that there was no lost city, but I was happy being a successful sailor and exploring the seven seas, when finally... I found it 😍
Finally, congratulations on the idea and implementation. I'm a fan of management games; it's one of my favorites so far!
Hey Carlos, thank you for playing it and giving detailed feedback, it means a lot! I'm glad you loved it. I'm also partial to management games (playing as well as developing them), aside from the art style that's another reason I usually try yours whenever I get the notification.
Unfortunately I had very little time to playtest, balance and create narrative content, it's a wonder I even ended up with something playable. Thank you for pointing out the riskless approach, it will be useful to balance the resource economy. I also plan to add some more map features, events and activities after the jam, to give the Archipelago some more life and character. And make use of the narrative flags that currently serve no purpose other than potentially scaring away people from unethical choices. :)
The biggest positive surprise for me is that so many people actually played the game for 10+ minutes to find the Lost City. Cheers to all the persistent captains!
It’s not my usual genre but it was a nice experience. Finding point of interest and gestion of resource was nice but may need balance to make it challanging.
I also don’t really like the controls, nothing wrong with them but WASD isn’t for me, i’m left hand and use the mouse in my left hand so WASD a no go. I prefer Arrow key or custom binding. So with some more accessibility it could be nicer (honestly, a lot of game only got WASD since it’s kinda the “default” settings)
Thank you for playing it and giving feedback. I agree with all your points, unfortunately I did not have enough time to properly playtest and balance the resource economy, so if you play smart, you won't ever run out of resources. I plan to improve it after the jam to at least bring it to a state of how I imagined it. Point and click movement is one of these features I'd like implement. The arrow keys should work for the navigation, I just forgot to add it to the page.
Got me thinking of Mount and Blade when playing, very good concept, had a lot of ideias just exploring and interacting with natives in all kind of islands, got me a lot of days to finish the game, i had 72 gold and 200 pop. well done!
Thank you, M&B was another inspiration, right after Deadfire. 200 Crew is quite impressive, I'll need to add more events and mechanics that use it in the future!
the gameplay reminds me a lot of some old roguelike games, the roleplay is top notch, feels very immersive. i got luck found the lost city in only 91 days :)
One of the top (or at least luckiest) captains so far! Once I found the Lost City on the island right next to the port. I wanted to create a roguelike explorer game forever, so I was happy to see the theme for this jam. I'm glad you enjoyed the RP part, I planned to include many more events, but I ran out of time. I'll definitely add more after the jam.
I'll add this to the favorites to replay since I didn't finish it. I just spent a bunch of time explording the islands, it was surprisingly calming :) the reduced art style is a really good fit for this game. I liked the mix of exploration and rng/rpg-ey elements
Thank you! The art started out as a placeholder I could create with my limited skills in a limited amount of time, but like most of the temporary solutions, it became permanent soon. I plan to add some more details after the jam, but maybe I'll keep the option to play with the limited style as well. I'm glad to hear you enjoyed the exploration itself, I plan to add some more events to make it more interesting later.
It took me 291 days, but I have found the Lost City! The game is fun, although once I got the resource economy rolling, no event I've encountered has stopped my daring crew with a healthy dose of overpreparedness.
Thank you for the feedback, I'm glad you enjoyed the game! Unfortunately I did not have much time left to playtest it, so the economy might need some more balancing to pose a challenge, but I'll probably fine-tune it after the jam. I have quite a few features I did not get to implement.
Genuinely impressive for a single person! Very fun little game though, interesting take on a style of game that I generally like. Only thing I'd recommend for next time is to make it scale a bit, resolution-wise, because it was very hard to see the little bits, but great shot!
Thank you, I'm glad you enjoyed it! Fortunately I was able to use multiple concepts I previously explored (like procedural generation, MVC pattern, resource management) so I didn't need to reinvent the wheel. Thank you for the suggestion about the scaling, honestly that's something I'm not very familiar with yet, but I'll look into it.
I enjoyed this map uncovering game, nice work! Finding the lost city was like finding a needle in a haystack but the uncovering mechanic and all the nice little dialogues kept me going. It took me two playthroughs and around 300 days on the second one to find the city but I eventually got there.
The game reminded me a lot of the sailing mechanics from Pillars of Eternity: Deadfire, and just like that game, here they were well written. My favourites were the "you are what you eat" and "the real treasure" ones.
Just so you know but after a gameover your previous resources carry over (even if negative). I lost the first time due to running out of sailors so started with -1 and had to find a village before the day ended where I would have lost the game. The nice thing is the treasure I found on playthrough 1 also carried over so it made it a lot easier after that.
Thank you, it's really nice to hear you spent so much time playing the game. Deadfire was definitely the biggest inspiration behind it (and one of my all-time favourites). I wanted to include much more events but ran out of time, maybe after the jam.
Thank you for spotting that bug, looks like there was an oversight on my part. I'll add it to the list of known issues and fix it after the jam.