Razza the Gold Shark by Sylver_Kovy

[raw]
made by Sylver_Kovy for LD 40 (JAM)

There we go, finished finally.

Razza the Gold Shark is an adventure game, where you play as Razza the gold shark who unlike other sharks doesn't hunger for meat, but is collecting gold the only way he can by eating it ("cause he has no hands :D[That sounded funnier in my head]").

This is a submission for Ludum Dare 40 game jam.

Music: Crossing the Chasm- Kevin Macleod (www.incompetech.com). Licensed under: Creative Commons By Attribution 3.0 http://creativecommons.org/licenses/by/3.0

Other then that the Game was created by me using the Blender Game Engine. If you have any questions or suggestions let me know.

You move with W, D, A and gather coins and treasure while being wary of the sorrounding fish. Red fish give you health, dark fish are toxic.

EDIT NOTE: The launchers needed to be tweaked since they were having pathfinding issues. Currently I fixed it and tested it on Linux 64 bit and Windows 64 so now it should work perfectly.

EDIT NOTE 2- Added 32 bit versions,

EDIT NOTE 3 - Added some gameplay vids. A short showcase, and a Ludum Dare post mortem.

https://www.youtube.com/watch?v=VZ31R0I5cxg

https://www.youtube.com/watch?v=kHDt1OeoJ-U

Ratings

Overall 1148th 2.357⭐ 23🧑‍⚖️
Fun 1134th 2.238⭐ 23🧑‍⚖️
Innovation 1111th 2.25⭐ 22🧑‍⚖️
Theme 1122th 2.238⭐ 23🧑‍⚖️
Graphics 989th 2.548⭐ 23🧑‍⚖️
Humor 804th 2.425⭐ 22🧑‍⚖️
Mood 1025th 2.475⭐ 22🧑‍⚖️
Given 24🗳️ 25🗨️

Feedback

notpresident35
08. Dec 2017 · 04:01 UTC
....
Spiria
10. Dec 2017 · 15:55 UTC
Cool game. I love the water depth effect. The color style is nice. The intro was a nice touch. I had a tough time with the controls though. Trying to turn while going forward totally throws you off course because of the 45 degree increments. It wasn't immediately clear to me what the ennemies were. Many times touching the gold objects did not increase my score so the collision detection seemed a bit finicky. Trying to go out of bounds restarts the game. With a bit of bug fixing and polish this could be a really fun game. I'm a Blenderhead so kudos for using the Blender Game Engine. Keep up the good work!

Btw, you should change the game link from source code to Windows because it makes it seem as though only source is available.
🎤 Sylver_Kovy
10. Dec 2017 · 19:26 UTC
@spiria The controls can be tweaked, when I have some time I'll get to it. Honestly when making the control settings I was afraid of making them too easy :D. The spinning Gold coins give gold always, but the spinning chests can give food sometimes. And I should have added that the dark fish are the toxic ones in the description. The out of bounds restarting the game was intentional, I wanted to make it different from when you die losing health or finish it by gathering all the items. There is a bit of randomness at the spawning fish aswell although it is guaranteed to start the game with more dark fish. As for the link being source code, it's because the link leads to all versions Windows 64 bit, 32 bit aswell as Linux 64 and 32 bit. If I would seperate them it would be 2 or 4 lines with the same link and I thought it would be confusing.
Thank you for your analysis, glad you liked the game.
Dokalfar
18. Dec 2017 · 19:36 UTC
I was really thrown off by the perspective, liked it otherwise tho.
🎤 Sylver_Kovy
20. Dec 2017 · 17:12 UTC
@dokalfar thanks for checking it out.Glad you liked it. I have a rather busy schedule, so sorry about the late reply.
johnbrynte
23. Dec 2017 · 00:24 UTC
I felt the urge of wanting to dive and rise in the water, especially as it didn't feel like I was collecting any gold because I was just barely touching it. Seeing how sharks and most sea creatures move so smoothly in water I think that the controls should mirror that also. I think you did a great job with the graphics, and making a game in Blender!

The *Oh, poison! Get away! Get away!* voice was hilarious btw :joy:
🎤 Sylver_Kovy
24. Dec 2017 · 07:48 UTC
@johnbrynte The addition of diving mechanics was very briefly considered by me, but I realized I didn't have time to implement it properly so I never gave it a try. Now that you've reminded me I may do that in a future update some day.
The reason the collision was that way is because I was using Near sensors rather than Collision ones since I was having trouble with Collision sensors for some reason I have not yet managed to figure out.
Also glad you enjoyed the dialogue :D