Tbh the clicker gameplay is soothing thanks!
Play game
TIDEPOST's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music/Sfx | #32 | 2.415 | 2.500 |
| Creativity / Innovation | #42 | 2.346 | 2.429 |
| Visuals / Art | #46 | 2.346 | 2.429 |
| Smoothness / Polish | #47 | 2.070 | 2.143 |
| Theme | #49 | 2.967 | 3.071 |
| Overall | #50 | 2.208 | 2.286 |
| Upliftment Factor | #60 | 1.587 | 1.643 |
| Gameplay/Fun | #63 | 1.725 | 1.786 |
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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