Welcome to Atlantis Explorer! You are a world famous explorer, however, your submarine crashed, miles underwater and miles away from help! But a strange city lurks underwater... You must find parts to repair your submarine, and escape! A game by Integershift Game Development for Ludum Dare 29 Game Jam You can also play our game on Kongregate; http://www.kongregate.com/games/IntegerShift/atlantis-explorer Here is the Bandcamp: https://integershift.bandcamp.com/track/atlantis-explorer
That was a neat little point and click type game. I ran into an issue though, if you get pinned against the left wall with a rock. I liked that there was some variety in what you had to do to get the parts.
It would probably help if the NPCs said something when you click on them when you don't have what they need already in hand, as I did not know they could talk at all until halfway through.
Something that may or may not be a bug I noticed is that doors do not require you to be near them, allowing you to skip past most of a screen of swimming by clicking the door closest to where you want to go.
I like the idea of using Atlantis as the basis; however, the game wasn't the most playable I've seen; some of the villagers don't seem to talk when clicked on (which made me think they were just decoration until I learned otherwise). There isn't a need for the money/food as the time it would take to get the extra 9 coins from the underneath area would cost more than the 30 in food you'd get (and it's not needed for finishing the game). I also wish the edges were better defined. I kept trying to go further to see where the new areas were (the ladder was a nice hint for the underneath area though). All in all, an average entry.
Great game. I enjoyed it. I like the fact there are different ways to collect your items. Great game planning in such a short time. This can be the seed of a larger game. The game's simplicity is the reason for its beauty. I suggest two things to improve navigation:
1. As every one else mentioned, vertical navigation should be as fast as horizontal navigation
2. You are combining mouse clicks (for the doors) and keyboard navigatoin for the movement. I suggest using only one navigation set; therefore instead of a mouse click to talk to people or to open the doors, maybe you use a space bar. It makes it easier on the keyboard.
Those are minor suggestions however, this was developed in 72 hours only. So great job overall.
Very nice game. I like the idea. Good job for 72 hours. :)
I agree with Greeso in his second suggestion...
...and it would be nice to see it with better graphics!
Something that may or may not be a bug I noticed is that doors do not require you to be near them, allowing you to skip past most of a screen of swimming by clicking the door closest to where you want to go.
1. As every one else mentioned, vertical navigation should be as fast as horizontal navigation
2. You are combining mouse clicks (for the doors) and keyboard navigatoin for the movement. I suggest using only one navigation set; therefore instead of a mouse click to talk to people or to open the doors, maybe you use a space bar. It makes it easier on the keyboard.
Those are minor suggestions however, this was developed in 72 hours only. So great job overall.
I agree with Greeso in his second suggestion...
...and it would be nice to see it with better graphics!