The Crappy Shipper by elenesski
How much profit can you make before your boss figures out you SUCK at your job? You have to ship as many packages as you can across the channel without getting any wet or damaging your boat.
I spent maybe 6-7 hours on the code this game, 2-3 hours on the music, and maybe an hour to package it up and put it on my website. Less than 12 hours.
I really did try to get the game to work in WebGL, but it would never load. I didn't build a 64-bit version of the game because it runs fine in 32.
| Source code | http://shipper.elenesski.info/TheCrappyShipperSource.zip |
| Windows | http://shipper.elenesski.info/TheCrappyShipper.zip |
| Other (web) | http://shipper.elenesski.info |
| Original URL | https://ldjam.com/events/ludum-dare/42/the-crappy-shipper |
Ratings
| Overall | 597th | 2.947⭐ | 21🧑⚖️ |
| Fun | 410th | 3.158⭐ | 21🧑⚖️ |
| Innovation | 513th | 2.895⭐ | 21🧑⚖️ |
| Theme | 630th | 2.842⭐ | 21🧑⚖️ |
| Graphics | 689th | 1.947⭐ | 21🧑⚖️ |
| Humor | 123th | 3.167⭐ | 20🧑⚖️ |
| Given | 17🗳️ | 15🗨️ |
I mostly like easy games, especially when rating LD :-) Not everyone does, so I think it can stand to be a bit more challenging.
Luckily, you can crash your boat (like I did the first time), giving it just the slight added difficulty it needs to be fun.
The ship behaves diferently when going backwards and forwards (load/unload vs not).
I can't really figure out wether I like this or not.
On the one hand, it adds a little extra wrinkle to the game, which it may need.
On the other hand, it just seems a bit arbitrary and potentially slightly confusing.
Would the game really be less fun without it?
The music is well done for a Compo-game, but can get a bit repetitive.
The graphics are stricly functional, and do not get in the way, but I wonder what this game'd have been like with a little more attention in that area.
Some minor issues:
- It doesn't say anywhere how many packages you can loose. By experimentation, this seems to be about 25.
- No way to quit the game.
Lastly, something to be aware of for next time:
Your splash-page said: _"sound effects from soundbible.com"_. Great that you specify that! Though technically, since this is a Compo game (as opposed to Jam),
you have to make _everything_ apart from fonts and basecode! Generating them by something like [BFXR](https://www.bfxr.net/) already counts.
You made the (excelent) music though, and since that (seems to me to be) harder than a few easy to generate (and barely hearable) SFX, I'll still fully rate the audio.
As for the game itself, I had a self-imposed 24 hour limit ... what could I make in a day. Just limitations on how much time I really had. A lot of things were a single pass, such as the ship, although for the ship. I could have done a much better job with the entire game. Honestly, I was surprised I got it working in about 8 hours, the rest of my time were bug fixes, music, audio and
The music I did in a few hours with just some midi loops and Omnisphere ... the repetitive nature is it is really 2 4-bar loops of drums, bass, chords and melody. Super simple, I spend 2-3 weeks on my regular tracks, but what could I do in 2 hours. :smile:
I experienced a crash after my second restart.
Why F6 to restart? Am I missing a joke?
- The physics of the boxes don't work very well. In general Unity's physics system is not very reliable, especially not at high velocities. I'd have tried to find a way around it, if possible. Maybe just turn off the whole rigidbody when they're placed on the boat. Just make it a child of the boat and they'll move along with it.
- The way the boat turns is not really good. If you made the boxes children of the boat instead of using rigidbodies they would have flipped with the boat, but when you teleport the boat like that, the boxes fall off. A possible workaround would be to replace the boat with something that doesn't need to be turned, like a raft.
- I can transfer boxes by holding them and not dropping them on the ship. This feels like an exploit. I suggest you don't let the player control the boat unless he's not holding a box.
- Eventually the game gets really easy, and the only way to lose is to destroy the boat. I'd add a timer to get another lose condition. And then you could make a simple highscore system.
- You should have a pause menu. Doesn't have to be anything fancy, just a button to continue the game and a button to quit. It's annoying to have to press alt + f4 when I'm done playing.
Oh, by the way, you should opt out of the audio category if you didn't make the sounds.