this is my entry for alakajam #10
-- GOAL --
Visit the huts, ships or the wise monkey to collect maps
Maps will give you hint on the chest position
Once you have enough maps, seek a shovel
Dig to find the treasure
The first pirate to find 2 treasures win the game
-- CONTROL --
(arrow keys) Move your tiny pirate around
(x) Dig if you have a shovel
(z) Show your maps
This game is awesome! though all of the clues make it a bit confusing... but love the concept!
Also found this bug where the pirate guy was stuck in the ocean and didn't want to move...
i love this :D
one question though: why does it say "west" when it's the right side of the island? is that intentional?
I made a quick fix for :
- the shovel on monkey bug
- the unreachable boat bug
- the lying monkey bug ( east <-> west swap )
@Kittycat : the npc just keep track of the valid squares for their clues, and they start to dig when the number is low enough.
can you list exact meanings for each info type?
Love it so far! Did have one odd clue, saying the chest was NOT near a cliff, and then it was on top of a cliff.
I spent an hour hopping around this island finding exactly zero chests, and I still had a grand time. <3 <3 <3
Cool game, I really enjoyed it. I think I've found a bug though; sometimes when a round starts, I can't see a shovel anywhere. Another pirate grabs it from an empty square eventually. There's been one or two rounds where I've known where the chest is quickly but couldn't dig for it cause I couldn't find a shovel.
This is awesome! I love how much strategy is packed into such a tiny and seemingly simple game, and the AI is really well-made and fun to play against. This would make an excellent tabletop board game.
Like another comment said, I'd appreciate it if you'd list out exact definitions for every clue type. Sometimes it's a bit unclear which tiles they do/don't include.
The game is awesome, but I can't make out what the "one tile away" clues mean. I have just had two games where in one it said "one tile from a cliff" and it was clearly two tiles, and the other game it was the same clue, but the chest was now right next to the cliff.
Another highly ambigous clues are "in sight of". It's often hard to distinguish what is in sight of what. I thought cliffs would block the line of sight, but then I got the chest inside the mountain but in sight of a ladder.
I gave more details in the alakajam page. You can access it by clicking the alakajam link in the description. I played again and you guys are totally right the icons and descriptions are really ambiguous. I will try to improve this if I can find time to rework this project.
By the way I think this is also the reason why the AI is so hard to beat : The AI do understand all the clues because it's not confused by my crappy interface :D
- In sight of X means the treasure is on the same line than X ( obstacles ignored )
- one square away from X means there's only one free square between X and treasure ( 2 squares away would be a better wording )
- near X means it's in the 8 squares around X. Near also means it's not inside which is not obvious for players ( but totally obvious for IA ofc )
Infact if I remember well treasures can only have one type of interaction by land/object type
Inside > Near > One square away > In sight of > not Inside
In sight of is only for object and Inside/not Inside is only for land
This interractions overlap each others : There's a lot to deduct from this because if the treasure is in sight of a Palm tree it also means it's not near or one square away from it. This is not very logical but this is how the game works. I knew it when I made the game tests, IA knew it too, so the dice were pretty much loaded against players and I only realized it after the jam by reading the comments.
Oh also moutain is a land type but cliff is an object. This is not obvious because I chose the moutain skin to depict it, but the cliff in the water are also considered cliff.
That's a lot of communication failures between player and designer on a single game, but I guess my attention was focused on other points while I was struggling to finish it in time during the jam. Thank you for being so patient and forgiving trying to play this version !
@MacadamiaMan The boardgame already exists and it's my main source of inspiration for this game : https://boardgamegeek.com/boardgame/42215/tobago
This is incredible work for a 48-hour game jam! Playing through the game I had no idea it was made for a jam--jam games usually feel like jam games. The presentation is top-notch, graphics, animation, sound effects and music all add to the game's polish. The gameplay is really intriguing too, I love the deduction element. A few other commenters have mentioned how tough the AI is, it does spoil the game at the moment, but it's one blemish on an otherwise brilliant game. I went into more detail in a video:
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