Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

MapQwestView game page

A roguelike about building maps
Submitted by lynn-f — 14 hours, 14 minutes before the deadline
Add to collection

Play game

MapQwest's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#24.3754.375
Fun#63.7923.792
Accessibility#123.2503.250
Overall#143.5653.565
Controls#253.4173.417
Originality#273.5833.583
Graphics#413.5833.583
Audio#482.9582.958

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.6.0

Theme Interpretation
The game's core loop is the journey of small blue guys traversing a map.

Wildcards Used

Cartographer

Map a new world as you explore it

Discord Username(s)
@lynnfr

GWJ Participation Level
1

Team Size
1

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

A nice simple idea. I like the idea of map creation game with roguelike elements. Starting was a little unintuitive for me as I didnt realize that I needed to connect the entry and exit paths together before the round would start. The movement of the characters and nice and fluid, though it would be fun to see some different coloured ones pop up from time to time. The RNG of the hill placement can make the game impossible or just ridiculously easy. The sidedeck is cool. It would be nice to see (and maybe be able to change) you deck on the menu so different builds are possible. Main menu has a nice animation.

Submitted(+1)

Nice deckbuilder! I had a lot of fun. Love the lil' guys running down the path! Was keeping cards between runs intentional?

Developer(+1)

Retaining cards between runs was not intentional. But judging from the comments, it's helped balance the game a bit--even if you hit some harsh rng, you can still collect cards to help later runs. I wish I could take credit, but that's just a happy accident, lol.

Submitted(+2)

Fun game!  I had a couple of goes but couldn't beat my first score of 645.  I think there might be a bug where the deck isn't reset between runs so I eventually had a massive deck with a lot of useless stuff in it that I kept drawing.

Lots of nice things in here, especially love the feeling when the ghost curve duplicates.  Map generation might need a wee tweak, I got a couple of boards with no coins on.

Submitted(+1)

Cool game! I liked the vibe and the audio was nice. Took me a second to realize I could rotate the tiles, thought I was just getting terrible RNG... Nice job!

Submitted(+1)

Really cool submission, had a ton of fun playing this one! Super interesting core loop and has a lot of promise if you decided to take it further i think!

Submitted(+1)

Very fun game! Very addicting as well not to mention your tiles save between runs! I played through multiple rounds and they're all so fun. I didn't have trouble with the game, breezed through my first run with a gold 4-way and took all the gold tiles for stable economy! [Proceeded to build a golden 4-way deck]. Thought the 50% duplication was a scam since I didn't get any to duplicate but then after a few runs it somehow duped itself like 6 times [found out that it dupes itself when you put it in the sideboard as well which was an interesting strat]

Submitted(+1)

Great game, really had to think before placing tiles, my first few runs I always go to the coins and ended up not reaching the end xD

I also liked the background music

Submitted(+1)

This is a nice take on the build a path mechanic. Definitely a bit heavy on the rng, but I could see a few ways to mitigate that through the shop like being able to buy more sideboard slots or additional redraws per level.

It seems like the start and end points are always the same. I think starting  and ending at different positions - at least across the top and bottom rows, respectively - could have spiced it up a little more.

Great job

Submitted(+1)

Great concept and the difficulty seems well balanced. It took me a few attempts, but I managed to finish a run with a score of 658. I kinda wish there were keyboard controls for faster gameplay, but the drag'n'drop works well too. Undo would have been nice, it was a bit frustrating to accidentally navigate into a dead end and lose an otherwise good run, but I really enjoyed this overall and it fits very well with the theme.

Submitted (1 edit) (+1)

Neat and polished game for a jam!

The game is easy to understand and play. Somewhat a mix of puzzle and tactics. Tsuro-like with Balatro-style deckbuilding, maybe.

The UI is really cool, with the drag and drop, and tile rotation. Even with using an add-on, appreciate the overall implementation of the tile path logic.

The deck-building and special tile properties are cool.

Often found myself wanting an undo option because of a mistaken placement. But I guess this may not be feasible in all cases because of the tile effects (50% chance of duplicate, etc.) Atleast allow undo in deterministic tile placement cases. But when the mistaken placement happens, I feel it’s a poor experience for the player. Because in these places the game feels like a puzzle, and the expectation is an undo. I was at region 5/5 with score of 573, and two steps away from the finish I made a wrong placement. Something to solve for.

Some of the shop purchases seemed off. Like two cards were the same, but with a different cost.

Sideboard is a nice feature.

Some ideas for future:

Consider allowing the player to place a tile anywhere, instead of only to continue the path. But you have sideboard instead I guess.

Multiple end-points to reach. Multiple start and end points, or pairs to match. I feel the game could use a little more variety in the levels.

The 50% chance and add gold, etc. is Balatro style I guess, and this suits the game well. You could explore other tile and deck modifications, etc.

Has good potential. All the best to take this forward.

Submitted(+1)

Nice game, simple but good-looking visuals, easy controls and some personal touch.

Some notes that I took:

  • I found the music annoying, so the first thing I did was to turn it all down. Thank you for providing a slider for that.
  • At the very first glance I noticed the little blue guys moving around, waiting for me to build a road for them. That was a nice touch, it made it more personal, you want them to reach their destination because they are more than just static sprites.
  • There was an occasion where I ended up with a puzzle right on level 1 that I don't think was solveable. There was a mountain in the way but all I got on the first two draws were straight elements and by the time I got the curves, I did not have enough elements to get to the end (see below). Maybe some additional validation could be included to make sure that a level is solveable.

Submitted(+1)

Fun idea. I like the RNG and the shop balances it out just fine. Placing special cards and making money feels rewarding. Only thing that bothers me is the mouse click to rotate controls.

Submitted(+1)

I really enjoyed the game, its perfectly on theme for this jam and cartography wildcard is more than well earned. RNG can be a little devastaing with the mountian placement, but because the tiles you unlock stay with you between runs it is easily circumvented later.

P.S. It's not a big issue but it feels a bit unintuitive that the last tile can be placed in a way that does not connect with the main road and the blue people are able to move on it anyways. I mean they can see the finish line, so maybe that's why they go for it. Saved me couple levels so I'm by no means complaining about that.  

Submitted(+1)

thanks for making this! I love the idea and art direction, it's super cute. But wish that (like DivFord was commenting already) the rotation would me mapped differently, picking up the pieces was sometimes a bit difficult, especially with a trackpad. I couldn't even get past the first level because RNG was so bad, so that's something that would need to be addressed if you were to continue working on it. nonetheless, the presentation and premise is great.

Submitted

This was great! Very hard early on, without many corners, but the fact that you keep progression helps with that a lot.

I found I was quite often rotating cards when I wanted to drag them, and vice-versa. Would you consider using right click for rotate?

I like the little blue guys. They're very cute. I wonder if there might be some mechanical space in having tiles that trigger when walked on. For example, a monster tile that gives you a useful tile when played, but is dangerous to walk on, so you'd be looking for side spaces to put it in.  Which is to say, I think this core mechanic has a lot of potential.

Developer

Thanks! I actually wanted the cards to rotate on a right click, but the plugin I'm using for the card behavior is a bit restrictive and I would've had to do some hack-ey things to override the inputs there. Definitely something I would've done if the time was available. I'm glad you had fun!

Submitted(+1)

So far my favorite entry for the jam, really liked making a roguelike out of pipemania! The difficulty is pretty tough though, my 2nd level was already impossible to win (needed more than 5 curves - i had 4 initial + 1 purchased) :/ 

Submitted

I played for quite a while, haha. I like the gameplay loop and gathering powerful cards, and the simple art was cute and effective! Sometime it would generate a level that was brutal and unwinnable without crazy piece luck but I guess that's part of the challenge. Nice work and fun game!

Developer

Hey, thanks! Yeah, the difficulty swings can be really dramatic--I was hoping to make it a little more linear with some fancier level generation, but didn't end up having time for it. Glad you enjoyed :)