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A jam submission

6 deliveries in 7 seasView game page

Submitted by k4mushek, WolfRedPlay, VasileRaboteaga — 11 minutes, 30 seconds before the deadline
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6 deliveries in 7 seas's itch.io page

Results

CriteriaRankScore*Raw Score
Modifier#193.4373.692
Graphics#283.4373.692
Sound#322.9363.154
Overall#342.9003.115
Overall Bad#393.1513.385
Gameplay#472.4352.615
Overall Good#482.0052.154

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
Game theme is all about the modifier (SHIPping)

Any additional information for voters?
Windows build is preferable (more stable). This game has 5 levels

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Comments

Host

This is really cool! Loved the gameplay of trying to get this ship to the destination among various annoyances! Felt busy and engaging!

Sadly I couldn't get past the 3rd level. I  think I just had so many holes  I just couldn't do anything about, and I think only giving a max of 3 stars per day when you can get 10+ holes in your boat is a bit rough. I don't know whether there's anything you can do about it, even if very prompt about fixing your pump.

Gameplay style is really nice! And it seems there is a lot going on! Might revisit if I have some more time, or if there is an update in future!

Submitted(+1)

This seems like a rather ambitious game - but it did leave me feeling rather confused.

I guess the main sticking point is that this game seems to put a player in a no-win situation in a manner which feels rather unintended. It seems arbitrary whether or not the ship is going to start rocking (out of the player’s control), and then that naturally leads to holes appearing which need to be patched (having appeared due to circumstances outside one’s control) - but the only means of fixing them is by using the very limited resource of fix tape - leading to the ship taking chunks of unavoidable damage (sometimes to the point where victory becomes impossible) when the holes inevitably outnumber the amount of tape available.

Still, aside from that, I do appreciate the simple but effective art style you have going on, I think that presenting the info about the ship’s status digetically on that big screen on the ship itself is a nice touch, and the overall game concept is rather well thought out. However, the execution doesn’t quite stick the landing - but the issues with the game do seem fixable if you felt like doing that.

Submitted(+1)

You can actually fix leaks by pressing E on them and playing a little board-nailing minigame (I had a hard time figuring this out at first too, lol)

Submitted(+1)

I really like the idea behind the core loop of this game but it has some flaws preventing it from being enjoyable for me personally.

As others mentioned the pace of the boat is very slow, which is an issue but one I think could be fixed by upping a few numbers in the code. But alongside that, there appears to be a timer for the levels? Those two combined with having to avoid icebergs, which I can't tell if they're randomly placed or not but I had some very close to the end point and had to make some wild turns to get back on track, meant I failed a few times just due to not delivering despite having little to no boat damage.

I also think some things can be improved like just having some interaction prompts so the player knows what they can do and kind of how to do it.

Just in general signposting needs improvement, because there's a lot of cool stuff you can do in this game: steer the ship, tighten screws, move boxes around to avoid them going overboard, upgrade pallets(?), tape up leaks, smack beavers, and avoid icebergs!

But, it's not clear in-game how to use these things or that you CAN perform the actions. There's no explanation in-game of how to handle the screws, or that they're a problem you can fix. At first I thought the pipe icon was for water leaks, and I thought the steam was just some background visual effects. I read the description so I knew how to tighten the screws, but wasn't sure what it referred to at first. But having to manually move the mouse around ala Amnesia or something to tighten the screws back up I thought was a really neat implementation and worked well!

The pallets however I never understood how they worked, they didn't seem to keep boxes in place at all, so I don't know if maybe they're unfinished? Just generally the game gives unfinished vibes, which I think makes sense since it does seem pretty mechanically ambitious. Having messed with physics interaction in Unity before I know it can be quite difficult, so kudo for even attempting!

I think there's some cool stuff here but it's buried under a layer of non-explanation, so rather than feeling like a janky shipping game where you're scraping by, it feels like I'm losing due to rules I don't know exist and are never clarified. Congrats on getting as much done as you did though!

Submitted (1 edit) (+1)

Super fun and hectic, you're gonna be wishing you'd saved that duct tape. I think the one thing that would improve gameplay is a faster base movement speed, it would add to the panic while not detracting too much from the difficulty.

Submitted(+1)

Game looks good! But it's not clear what you're supposed to do? It could use some in-game guidance.

Submitted(+1)

Looks very, very cool!! Sadly, I don't know why, but I can't hit the button to keep playing after beating the first level.

Submitted(+1)

Very authentic representation of life at sea.  I assume.  Five stars.

Submitted(+1)

<clicks "don't click" button>

<game locks up>

Okay, I don't know what I expected to happen there.

There's some interesting ideas, but the game feels half-finished. The difficulty ramp between the first and second levels is crazy, and there isn't adequate indication that stuff is happening to your ship. I thought all there was to the game was driving through a featureless blue expanse until 3/4 of the way through the second level, and in general the game isn't adequately signposted. I vaguely understood what I was supposed to be doing, but the minigames were pretty obtuse. Buying fix tape with upgrade stars doesn't seem to work consistently. I do think the core gameplay concept and the gameplay loop is workable, but the pacing is way too slow and the presentation too confusing to be enjoyable.

Also I'm way too old for 67 to be funny to me :(

Submitted(+1)

I really like the visuals and the object interaction in this game. Although, at first, I didn't quite get what was going on.