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(+1)

In my first couple of playthroughs on the easy difficulty, I cheesed it by going all the way to the NE tile, and then used the directions to figure out what the treasure tile is relative to my tile, and then moved there... but the treasure seemed underwhelming.

Then I tried minimizing my steps, and ultimately managed to beat all three difficulties in lowest possible steps, for much more satisfying endings. Really cool!

One small gripe I have is that it says "An expert explorer would do it in X steps" - but isn't there some luck involved in determining your starting location? How do you compute the expert explorer's number of steps? Is it just the shortest path from your starting position to the treasure while avoiding the traps?

Anyway, really amazing game on all fronts.

(1 edit) (+1)

Thanks for playing and for the thoughtful comment! Getting to the shore as quickly as possible is definitely a meta strat for orienting yourself. We discussed something like getting exhausted by sun exposure if you move through too many shore tiles in a row, but didn't end up actually implementing it.

Re: the expert explorer scoring - the threshold is the shortest path length from player spawn location to treasure location plus a number of steps of padding to allow for determining your location. The padding number was tricky to tune properly, but we tried to account for finding your location while moving away from the treasure while still being able to get the best ending. Maybe a better version would determine that padding number more dynamically based on the map configuration and the player spawn location.

There is definitely luck in terms of the map configuration, the treasure location, and your spawn location. We tried to smooth that out by having the map generation and player spawner make some guarantees about the player's initial location (not too close to the treasure or a sudden death tile, on a shore, or on a landmark) and the map (landmarks should be reasonably evenly spaced out). But even still, some map + spawn combos are going to be way easier than others. If I had another week of jam to work on the game, I probably would have spent a lot of it on map generation and player spawning.

Thanks again!