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A jam submission

Harbor HaulerView game page

Drive a Straddle Carrier, move cargo, and keep the harbor connected one delivery at a time.
Submitted by Gruftsocke
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Harbor Hauler's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#274.0004.000
Aesthetics#414.2144.214
Overall#1023.7503.750
Fun#2053.2863.286
Sound#2433.0363.036
Story#3322.2142.214
Music#3612.6072.607
Theme#3853.0003.000

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Synty-Assets, pixabay.com (free Sounds)

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted

Tough af. But kind of funny. And actually immersive thanks to the assets and scenery

Developer

Thank you

Submitted

Very nice visuals overall.

On the gameplay, I find that it's way too clunky to be enjoyable for long. I appreciate that we're driving a huge machine, and probably pretty realistic irl for its speed and operation to be like that, but I don't think realism always results in a fun game. There's so many buttons to control the crane and it's very slow for an arcade game.

I thought the music was quite out of place as well haha, I don't find myself vibing with "epic" music in these kinds of game. A chill lo fi track might have worked better.

Overall not a bad theme and mechanics, but I would like to see the controls be much much more simplified.

Developer

Thank you so much for playing and for your honest feedback.

Submitted

Cargo Ship Simulator 26 :D Nicely done! Took a little time to get the hang of it, but it's pretty fun!

Developer

That would also make a good title.

Thank you very much for your positive feedback and for taking the time to play it.

Submitted

The gameplay feels quite rewarding and fun. All the indicators are very clear and easy to understand. I also really appreciate the ability to quickly look up controls. 

One thing I wish was in the game is clearer reward system. So far, I understand that I've gained points and lost some, but I am not sure the reason I lost the points. 

Other than that, it was quite fun and well done! Very impressed with the vehicle movement too!

Developer(+1)

Thank you very much for playing my game.

I'm very happy to hear that you enjoyed it. Yes, that's a valid criticism regarding the reward/penalty system, and there is indeed a missing dialogue that explains what went wrong.

I mentioned this somewhere before, but the scoring system is currently more of an optional visual feature and does not have any real impact in the game jam version because the proper gameplay integration is still missing. Unfortunately, I ran out of time and wasn't able to implement it.

My main goal was to get the core gameplay loop up and running.

Once again, thank you very much for your kind and detailed feedback.

Submitted (2 edits)

Wow ! That game is really original and surprisingly catchy !

I love the details, the howl of the ... "goélans" ... I don't know their name in English or in German. The noises and the warning sounds made by the carrier. The port itself. I really feel like I'm there. Do you work in such an environment or do you live near one, to have included so many things ?

The commands are numerous and intimidating (and detailed). I had to note them down somewhere. I got nearly stuck over a container but I managed to escape.

You should add collisions (or boundaries) on the outside of the platform. I managed to drive out of it, into the sea and then down into the abyss. ;-)

I quickly tried to the Linux version, it works very well.

Ich hatte viel Spaß. Danke !

EDIT : I forgot : the clouds are very dark, you could make them lighter.

Developer

First of all, thank you very much for taking the time and effort to play, review, and comment on my game, and for listening to the call of the "Goélans."

The translation of "Goélans" into English is "seagulls" and into German "Möwen".

No, I don't work in that kind of environment. I do come from a skilled trade that is indirectly related to it, but I have a strong interest in these kinds of topics, especially when it comes to technology.

Yes, I agree with you regarding the play area boundaries and the use of colliders. However, for the game jam, I didn't consider it particularly important.

You're right about the clouds, they are indeed a bit dark and hang quite low. Interestingly, I didn't really notice that during development.

Thank you very much for your feedback on the Linux version. I'm glad to hear that it worked well for you.

Choo Choo!!!

Submitted (1 edit)

normally I'm not into this kind of complex simulator games, but I am suuuuper into delivery type games. So hauling cargo from one spot to another is really engaging to me, it is especially helped by the in-depth grabber mechanic. Carefully aligning myself to grab cargo just feels so rewarding. I just wish I can turn off music since it's really loud (either I missed the option to mute music, or it is actually not possible in-game). I still really enjoy my time with this one! highly recommend if you want a chill but highly complex simulator game (for a game jam).

Developer

Thank you for taking the time to play my game.

No, you cannot turn off the music. However, I have already reduced it to 30% so it only plays in the background and doesn't feel too dominant. The vehicle sounds are currently set very low, as many people wanted the beeping to be quieter or turned off completely. Both are below 15% volume.

I admit there was no proper sound balancing at all. Normally I take my time for things like this, but this time I simply didn't have the time.

Thank you for your kind feedback.

Submitted

Really intricate, complex mechanics!

There's a lot of nuance to the controls, I really liked the three displays to help align with the cargo. The camera works great to give whatever view the player needs.

The music is a bit quiet and extremely epic for the type of game this is. I enjoyed it!

The sounds fit perfectly, the beeping can get a bit annoying but that's entirely normal and expected for something which is so realistic.

I did need to keep the keybinds opened whenever I had to pick up cargo, something I'm sure I'd get the hang of if I played more.

This isn't really my type of game personally, yet I feel there are many games like this on the market right now, and that a lot of them aren't as good as this jam submission is!

I'm guessing the money and XP rewards weren't implemented in time, I remained at level 0 throughout with 500 money. I also seemed to get a small deduction of my earnings after completing a job, according to the display, without an indication of what might have caused this.

Developer (1 edit) (+2)

Thank you for taking the time to play my game. Also, thank you for the detailed review.

The issue with the player panel should be fixed and working again in the next patch. However, in the jam version it does not have any real gameplay function and is mainly there for visual purposes (a nice-to-have feature). Unfortunately, I ran out of time to properly connect it to gameplay mechanics.

Regarding your comment about the penalty fee: I checked again, and there is indeed a missing dialogue that explains the reason for it.

Most likely, you did not place the container exactly within the green zone, which is why you received deductions. The UI shows the container in yellow when it is not perfectly aligned, and in green when it is 100% within the target area.

Submitted (1 edit)

The Z/Y swap shouldn't be an issue, games usually connect to the physical keyboard layout.

Also, since there's no overlap, simply read both keys for the same operation ;)

The heavy cargo job at first gave me some issue where all 3 indicators were green yet I couldn't lock in the cargo. I reset the lift and slightly adjusted my position and then it worked...

There could be some indicator to point where the designated area is... Maybe also add some bird's view map with markings...

The reward panel disappeared too quickly...

The simulation aspect was surprisingly complex and well executed.

Can you add a Linux build for the downloads?

Developer(+1)

Thank you for taking the time to play my game and for the detailed review.

The Z/Y key issue should now be fixed. In the end, it was just a typo in the description, and with the next patch the hint text has also been removed. If you still encounter any issues, please let me know.

The UI issue should also be fixed with the upcoming patch. It was caused by an incorrectly set tolerance for the yaw axis in the UI itself, which was previously set to ±2° deviation.

The duration of the dialogue displays is indeed quite short, I admit that. This could be improved in a future larger patch.

I can try to build a Linux version, but I currently don’t have a Linux machine available for testing, so I’m not sure whether it will work. I will upload it with the next update. Feel free to let me know whether it works for you.

Submitted(+1)

Well this is one way to park it I guess. :P 

Seriously what a fun game. It gives me the GTAV "Scouting the Port" Mission vibes.  I love the UI elements to align the spreader with the cargo. Amazing job. As some mentioned there was an error with they keybinding in the description but I found it anyway and F2 helped a lot. Cause i didn't know how to increase the size. but at the end I found it and all went good. I played a few missions, I had a blast and I will definitely bookmark this to played it again. Excellent job, Congrats for your game!

   

Developer (1 edit)

Thank you very much for taking the time to play my game. I'm very happy to hear that you enjoyed it.

I have updated the description, as it still said "Z" instead of "Y". I can completely understand the confusion.

I'm glad to hear that you would like to keep following the project. However, I won't be expanding this version much further. Instead, I'm planning a new standalone version, which I will also release here on Itch. I still have many ideas that I would like to implement, but they didn't make it into the jam version due to time, scope, and complexity constraints.

You probably know yourself what jam code can look like and that it's usually not a good idea to keep building on it long-term. :-)

Once again, thank you very much for your detailed feedback.

Submitted

Wow, the game looks really nice. I think this is the best looking 3D game for me in this jam.

A couple quick feedback:

  1. On the itch page Z is listed as the key for moving the spreader left. I was looking at that instead of the in game help so I wonder why that didn’t do anything.
  2. When I first accepted a job, it wasn’t obvious to me where to pick up the cargo. I think an arrow or a triangle pointing in the direction of the cargo might work better than the diamond.
  3. For my second job I tried accepting one with a 40ft cargo, only to find you need a 40ft spreader. I try looking for a shop on screen, but there isn’t one? How do you upgrade to the 40ft spreader?
  4. I often forget to release the parking breaks.
  5. It is fun to just drive the carrier around, but you can get stuck on a log or in the pit with the ship.
Developer (1 edit)
Thank you very much for taking the time to play my game and write such a detailed review.
  1. The Z key works perfectly. I developed the game using a German QWERTZ keyboard layout, where the Z and Y keys are swapped compared to many other keyboard layouts. This is probably what caused the confusion.
  2. That is a valid criticism. I originally planned to include a tutorial that would explain everything, but unfortunately I ran out of time and was unable to finish it. I completely understand why this was confusing.
  3. The size of the spreader can be adjusted using the 1 key in the top number row of the keyboard. No workshop or unlocks are required for this. That being said, I really like your idea of implementing a workshop feature.
  4. The same thing happened to me all the time. During the early testing phase, there wasn't even an indicator showing whether the handbrake was engaged.
  5. You bring up a very important point, one that only became fully apparent to me during Dragonspirit Games' stream. I completely understand how frustrating it is to have to restart when you get stuck, because there is no way to teleport the vehicle to a safe location or reset it at the press of a button. That is absolutely valid criticism.

I would like to thank you once again for your review. You provided a lot of useful feedback and valuable information that will help me improve the game.

Submitted

it was really all about the right connections! :D I liked the UI element for it. It was a very creative solution, good game! :)

Developer

Thank you very much for taking the time to play my game.
I am very happy to hear that the UI was helpful.
Thank you very, very much.

What an amazing looking game. I would say you did a wonderful job here. The Straddle Carrier is hell to control and I can see that being the case in real life as well. The environment was rich and after I figured out more of what to do it became better to play. I would say there is quite a ton of controls that you need to use and using F1 for Help in a webGL version is absolutely counter intuitive as it takes you to browser's web help. Anyway, all in all, it is an amazing game and I am sure you could actually release this with some tweaks.

I will post the exact timestamp to my VOD later.

Developer(+1)

Thank you very much for playing my game, and also thank you for the stream.

I watched the stream segment, and I noticed that the game tabbed out of fullscreen or lost focus when the F1 key was used. Normally, that should not happen. Until now, I was only aware of this behavior with the Escape key in the web version, but your video showed that it can apparently also happen with F1.

The number of controls for the grabber exists for a reason: you do not have to position the Straddle Carrier perfectly over the cargo. Smaller inaccuracies can be corrected directly with the grabber, instead of constantly having to drive the vehicle forward and backward.

You can rotate the camera by holding down the middle mouse button.

Thank you very much for taking the time to play my game, stream it, and review it. Your feedback gave me very valuable information.

Thank you very much.

Submitted

Amazing work, it reminds me of Euro Truck Simulator. Great work creating the world and bringing the environment to life!

Developer

Thank you so much for playing my game, and thank you for all the great feedback.

Submitted

I love a good Synty pack being used to its fullest! Non-ironically, my wife would love this as she is obsessed with the mechanics behind the loading and offloading of harbor crates. Thise gives the feel of a very polished simulator, although I am only 10-15 minutes in, so I haven't explored it all yet. But considering what you were able to do, great in such little time, amazing! Where did you go to in order to get the mechanics down? Or is this something you are directly familiar with?

Developer

That is a really lovely review. I am very happy to hear that you and your wife had so much fun with the game and that you spent so much time playing it.

I use a lot of assets from Synty. I really like their style and the variety they offer.

About your question:

I am someone who always has to look behind the scenes, no matter where, to understand how something works. Especially in game development, most of the interesting things happen behind the scenes. So when I find a mechanic interesting, I try to question it: “How did they implement this? How does that work?” After that, I start rebuilding that mechanic myself, usually with several attempts until it finally works.

The grabber mechanic in my game, for example, is the result of my exploration of the game “Docked” on Steam.

One of my strongest skills is that I have a very good technical understanding and can mentally put myself into objects to understand their mechanics. I practice a lot, test things, experiment, and try to avoid using pre-made gameplay mechanics or systems from asset packages whenever possible.

I also focus very strongly on simulation games. That is why some of my skills in this genre are especially well developed, because I use and improve them again and again.

Thank you very much for taking so much time for my game. I really appreciate it.

Submitted

Love the idea very creative.

Submitted

Love the idea very creative.

Developer(+1)

Thank you very much.

Submitted

Well done, this looks and runs great. Impressive in such a short amount of time.

Developer

Thank you very much.

Submitted

Cool game felt really alive, well done.

Developer

Thank you very much.

Submitted

Nice game. Straddling just the right line between fiddly and satisfying with the pickup mechanics. Amazing amount of work to get fully working in the time, AI or otherwise.

You probably have a new Simulator game on your hands here - in the vein of other German simulators like Eurotruck (definitely felt some ETS2 vibes here!)

Developer(+1)

Thank you so much for playing and for enjoying it. Yes, the collection mechanic gave me quite a headache. I’m glad to hear that it steered you a little in the direction of ETS2 (by the way, ETS2 is from the Czech Republic, from Prague). As for the port, there’s so much that could be implemented in the game. A port has so many different areas.

Submitted (1 edit)

I did not know that! I was being a bit cheeky with a double-meaning on the 'German simulator' comment, i.e. going to work and then going to work during play time :D Ahem. I feel I can make these jokes to strangers being of 1/4 German extraction myself.

Submitted

This looks amazing and feels great to play! I've done three missions so far and haven't found any bugs or had any trouble. Keep up the great work!

Developer

Thank you so much for your kind words.

Viewing comments 24 to 5 of 24 · Next page · Last page