SKYWOOOD PIER by designernap
A Procedurally Generated Narrative Game. Explore, find clues, find the pier.

The game "Generates" the "Story" as you play through and explore.
Standard First Person controls for both pad and keyboard.
I set out to combine Walking simulator with procedural generation. This is where I ended up.
I had fun creating all the sounds, music and writing the story bits. I hope you enjoy playing as much I did making.



Thanks for checking it out. Please leave a comment with what you thought :)
@xopsx
| Windows | https://xopsx.itch.io/skywood-pier |
| Source code | https://goo.gl/Ukivee |
| Original URL | https://ldjam.com/events/ludum-dare/41/skywoood-pier |
Ratings
| Overall | 79th | 3.88⭐ | 48🧑⚖️ |
| Fun | 321th | 3.318⭐ | 46🧑⚖️ |
| Innovation | 143th | 3.744⭐ | 47🧑⚖️ |
| Theme | 299th | 3.7⭐ | 47🧑⚖️ |
| Graphics | 16th | 4.402⭐ | 48🧑⚖️ |
| Audio | 6th | 4.341⭐ | 46🧑⚖️ |
| Mood | 6th | 4.322⭐ | 47🧑⚖️ |
| Given | 60🗳️ | 53🗨️ |
@wsKilljoy I tried to do less this Jam as I wasnt doing a minimal sleep thing, just full days over the weekend... but you know how ideas bloat! :D
@BloooBird Hey! thanks for the follow! I do try to give it my all so glad it is appreciated.
@Blinkenlights I am afraid I have an old PC and don't have the knowledge of how to create for Linux or the ability to do iOs either. If you have any suggestions on how to port easily I would love to hear them. Thanks!
off to play all your games now :)
I went for simple procedural walls that had small variation but given more time and resources, I would totally make more environments and even give it a developed narrative :) Glad everyone is enjoying it though.
Well @Blinkenlights ... if you have a version of unreal 4.18 and visual studio installed and have the time... that would be amazing! I read here how to do it - http://docs.unrealengine.com/latest/INT/Platforms/Linux/GettingStarted/index.html but the issue appears to be downloading the engine files and rebuilding for linux taking a lot of space. It may be different on a linux system? Like I said I am not very technical but any help or advice on this would be amazing, thank you!
Your game has such an amazing mood and feel, that I really enjoyed playing it despite the lack of actual gameplay. For that to work, you had to put in a lot of time into the graphics and the music and all of that, and I think you did great! I wish you would have tried to work on something that is more a game than simply a pleasant experience, because it would no doubt stand out from the masses. But the time was probably the most constraining factor there, I guess. :D
Especially nice was the "interactive" (for lack of a better word) menu screen and transition to the credits section, really liked that!
Anyway, overall a nice entry and I enjoyed playing through the whole thing. Good work. :)
I kinda wished though that there was more content, more meaning to all is. I do realize that 48 hours is limiting the amount of content and developing. At moment this game is a kinda superficial, there are so many ways you could have taken it and made it more deep. Maybe in the end give player some task about objects and their meanings, as they are mandatory to pick up ( I missed one in my first attempt, I guess you could also draw more focus visually on them too). During my playthrough I was memorising the items at what they contained, as I was really sure that was information that was going play some kind role in the end. It made me feel like all the build up was for nothing.
This game will make you reflect about life (if you are on the mood for that).
I enjoyed a lot.
I love the title screen. The animation borrows from the rest of the game while still looking distinct. The animation of the disappearing level in general is amazing. This is by far the best-looking and most aesthetically interesting Unreal game I've seen in a Ludum Dare.
The narrative made me chuckle a good few times. The echo adds a tone of taking-itself-seriously that's undercut in a tongue-in-cheek way with the absurdist statements and comedic timing. What you probably didn't intend is that the timing reminds me very strongly of a 90s preschool-level edutainment style ("_click on the...APPLE_")
All in all, a great-looking, great-sounding game that doesn't overstay its welcome and offers a quick surreal and absurdist adventure. Nice work.