Mr. Island by Jantaaa
RTS-like game about partnership between fishercats and living island. Relationship tested by unpleasant circumstances, like fierce sealife. Tough decisions have to be made for the survival of the rest.


https://www.youtube.com/watch?v=Lk0Z4seL8-A
Bug fixes: - Score timer is now visible - Fixed animation handler for Face, Cats, Fishes (for instance Mr Island Face responds according to his weight and HP status)
Sorry no flipped fish fix yet :(
| Windows | https://www.dropbox.com/s/5fj7cw5yjjle46s/MrIsland_Prototype.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/43/mr-island |
Ratings
| Overall | 623th | 3.315⭐ | 48🧑⚖️ |
| Fun | 592th | 3.17⭐ | 46🧑⚖️ |
| Innovation | 430th | 3.25⭐ | 48🧑⚖️ |
| Theme | 590th | 3.362⭐ | 49🧑⚖️ |
| Graphics | 164th | 4.179⭐ | 41🧑⚖️ |
| Audio | 634th | 2.295⭐ | 24🧑⚖️ |
| Humor | 337th | 3.208⭐ | 38🧑⚖️ |
| Mood | 518th | 3.308⭐ | 41🧑⚖️ |
| Given | 40🗳️ | 43🗨️ |
i find your game to be very original, with a good idea !
i would have wished for more variety in danger sources, but still, its a mighty fine game for the timeFrame ^^
i'm just wondering about some element of you game :
- I don't see a health counter, not enought time to inplemante it
- and why I have to clic to put a target to shoot, and not where I shoot is where my cursor is
Good job, and thanks for the game ;)
About healthbar - yep, that is exactly why, not sure if it would be considered as bug fix, when we show at least number of HP :/
Second issue - it is more convenient to get an order for cats to continuously shoot at a desired target, so you can interact with cats, while the rest is shooting where you want. You can drag n drop a cat to get rid of fishes with tongue, and eat a cat if needed to restore HP. That way I believe, it is more convenient control wise that way :)
I like how the water level lowers with more cats to incentivize you to sacrifice them lol
Little feedbacks : sometimes fish spawn upside down and your youtube video is down ;)
One suggestion would be to add more music, or make the lovely ukelele track of the intro play on repeat. Because once it goes away, a lot of the mood is lost.
But overall is an awesome little game. Great job!!!
I'm saying all that to be picky tho :) Original idea is well thought, and that's the most important thing in a Jam.
Good Work !
The music stopped playing after a couple of minutes.
Anyways, very nice game!
It is true that the general lack of feedback and bigger variety in gameplay is the main issue as you addressed, things like upside down fishes and stuck animations are also due to the rushed development. We did not utilitize the 72 hours as we could, we had to go to work on monday, and encountered a bug, which prevented us from building the game, so we almost did not make it in time :D Therefore we spent less time than we wanted on the project (as almost all devs on LD :D ). We also had lot of particle effects and sounds that we was not able to implement.
I am glad you liked the game. Thank you for playing and great feedback! :)
I had a difficult time getting the hang of the gameplay. It took me a while to work out that the cats continue to fire automatically at the spot you click on, and by the time I realised you could fling the cats into the water to distract the fish, it was too late and I "Game Over"ed about ten seconds later. I also think the difficulty at the start needs to be lowered; you quickly end up with three or four fish gnawing at Mr. Island's legs and you've only got one cat firing at them and it's just not enough. Or maybe I just suck at this game, idk.
The graphics are brilliant, but I will agree with you when you admit that you over-scoped. There's the makings of a very good, very fun game here, it just needs polishing and refinement. Not a bad effort, though!
We encountered this wrong scaling issue too, after the deadline, on some devices it tends to look like this, but we don't know what is the main issue here. Guessing that it is because of bad screen scaling settings in unity :/
You are correct, the communication of what to do, and how to achieve it, might be not communicated clearly enough. Also lack of feedback for multiple circumstances, makes the game lot less readable & intuitive.
Right now the dificulty scaling is kinda nonexistent, you can actually play the game until dawn of time, when you find the balance sweetspot (which is also bad). Dificulty scaling over time was one of the features we did implement, just did not ballanced it correctly :|
Hopefully we will release a Post LD version, so most of the problems will be fixed, and in the desired polished state as we originally intended :)