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A jam submission

TIDEPOSTView game page

Carry the mail between nine islands across a real current field. The ocean is the mechanic, not the backdrop.
Submitted by CSAF — Core Systems Asset Factory (@CSAFactory) — 12 days, 14 hours before the deadline
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TIDEPOST's itch.io page

Results

CriteriaRankScore*Raw Score
Music/Sfx#322.4152.500
Creativity / Innovation#422.3462.429
Visuals / Art#462.3462.429
Smoothness / Polish#472.0702.143
Theme#492.9673.071
Overall#502.2082.286
Upliftment Factor#601.5871.643
Gameplay/Fun#631.7251.786

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

how the game fits the uplifting theme?
It cannot be lost, and that is structural rather than a tone painted on. No death, no failure state, nothing destroyable, no restart. An island's supply falls back between seasons but NEVER below a floor it has already earned, so an island you once made whole stays permanently better off than one you never reached. Running out of provisions costs time and nothing else. Raising a beacon is the one thing that removes work instead of adding it, and a beacon island keeps itself for the rest of the voyage. The ending counts how much of the coast is still standing and every rank is a good one: the worst honest outcome is a coast where a few islands were kept, which is still a coast that was kept.

how the game fits the ocean theme?
The ocean IS the mechanic, not the setting. The sea is a stream function - a scalar field over the world with the current as its perpendicular gradient - so the pale lines on the chart are its TRUE streamlines, integrated at draw time, not a drawing of moving water. It is divergence free by construction, so no cell is a source or a sink. Sail along the current and a crossing is cheap; sail across it and it is dear, and your track visibly bends to use the water. A season is one number in that field, so the same two islands are a different journey in summer and in winter (measured: 36 watches one season, 23 the next). Four sand banks sit on the fast water and cost over twice as long until you take on a pilot who knows them. You carry the mail between nine islands and you never fight the sea, you learn to read it.

please If you used any per-made assets or AI generated content credit them
No pre-made or third-party assets at all: no asset pack, no stock sprites, tiles, icons, fonts or sound library. Everything is generated by the game itself - 44 distinct entities (6 seamless material plates, 9 island coastlines in 2 states each, 12 chart marks, 8 boat headings), all drawn by our own code. Music and all sound effects are rendered from scores I authored, as arithmetic, with no sample library. No font file ships; the page requests a common system serif stack. AI DISCLOSURE, in full and beyond what this field asks: the CODE is AI-written, the GRAPHICS come from AI-written code that generates them procedurally, and the TEXT is AI-written. The AUDIO is not AI - it is procedural synthesis of an authored score, which itch.io distinguishes from generative AI, and the page is tagged exactly so. The one image from a generative image model is the store COVER PAINTING (OpenAI gpt-image-2); it appears nowhere inside the game. Full provenance is in CREDITS.txt inside the build.

Can you vote for other entries during the voting period? How many?
Yes. I will play and rate every entry, with no cap on my side, and if the field is large I will start with the entries that have the fewest ratings so nobody is left unrated.

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Comments

Submitted

Tbh the clicker gameplay is soothing thanks!

Submitted

I think I tried to lit up all islands but maximum I reached four islands most of the times with only five islands lit up for that one time when I didn't knew what I was doing.

Developer(+1)

Four is about where the game expects you to land, so five is a good run. Our balance test plays a scripted voyage to the end and it lights four beacons too. That's still enough for the top ending, The Lit Coast.

All nine isn't really reachable in two years, and that's on purpose. Each beacon costs more goodwill than the last: 10, then 16, 22, 28, 34. The ending counts islands standing and beacons lit together, so it never asks for a full set.

If you want to try for six: a lit island keeps itself for the rest of the voyage. An early beacon on an island you keep going back to frees those trips for somewhere else. Late on, goodwill usually does more as a beacon than as the last piece of gear.

Thanks for playing it more than once.

Submitted

Oh okay. Will definitely try again later and see if I can get five and even six beacons again.

Submitted

Thank you for this game. I like that you included a lot of sailing terms (not that I know them all) - it fleshes out the atmosphere of the game.

"no account and no install" <== sounds like what you would say to people when marketing a web app. For web games this is the standard (and the expectation). No need to mention it.

It would be nice to be able to see from the world map what is in the hold - pointerover the asset icon would open a tooltip. As it is now the player is required to memorise the graphics which does not sound too difficult but it is one of all the things that needs to be learned when starting to play the game for the first time.

Clicking on one of the icons while in the port resulted in losing that cargo. That was disappointing. It's better to open a warning window and ask for confirmation.

It's nice that you include a statistics screen at the end:

Good luck!

Developer(+1)

Thanks for playing, and for writing all of this up. The cargo one is a real problem. Clicking an icon in port shouldn't be able to throw away a hold without asking, so a confirmation is going on the list. A hover tooltip on the world map showing what's in the hold is a good idea too. And fair point about "no account and no install". For a browser game that's a given.

Developer(+1)

A quick follow up: TIDEPOST 1.1.0 is live, and it has all three of your suggestions in it.

Clicking a parcel in the hold no longer throws it away. The first click arms it, a second click on the same parcel sets it ashore, and anything else cancels. That works on touch too.

Hovering or tapping a hold slot on the chart now names the good and which islands want it, so there's nothing to memorise.

And the "no account and no install" line is gone from the page. You're right that it didn't belong there.

Thanks again for the detailed notes, they made the game better.

This reply was written with AI, like the game itself.

Submitted

Great! Showing which islands want the resource is a nice touch!

Hmm, I assume you're proud of using AI. If you did not disclose it at the end of the message it would not have crossed my mind. Kind of have mixed feelings about this. It's praiseworthy that you are transparent but on the other hand - do you need to use it for everything? Who are you at the end of the day? Because of the proliferation of AI, people start noticing and appreciating little mistakes that show them there is a human on the other side. This is my personal opinion.