Amistad by Raphael Maia
Venture through the infamous Friendship Bridge (Paraguay - Brazil), one of the greatest smuggling routes in the world. Bring what you can in your smuggling bag!
W A S D - Movement J - Drop last item K - Buy/ Sell / Start new game

| Source code | https://www.dropbox.com/s/3fyjazm818icm1c/-source.zip?dl=0 |
| Windows | https://www.dropbox.com/s/vgu065e41ap56yh/Amistad.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/42/amistad |
Ratings
| Overall | 699th | 2.5⭐ | 26🧑⚖️ |
| Fun | 667th | 2.479⭐ | 26🧑⚖️ |
| Innovation | 480th | 2.957⭐ | 25🧑⚖️ |
| Theme | 406th | 3.457⭐ | 25🧑⚖️ |
| Graphics | 661th | 2.28⭐ | 27🧑⚖️ |
| Humor | 303th | 2.523⭐ | 24🧑⚖️ |
| Mood | 558th | 2.386⭐ | 24🧑⚖️ |
| Given | 17🗳️ | 12🗨️ |
Sweet entry in overall! It's funny :)
It's a nice idea, I like the graphics, the theme fits.
So embarassed
https://youtu.be/vuUp1EYEiuA (The video may be uploading for a little while. If so, check back after a day or so)
I have rated your game, but all of my feedback was captured in the stream.
We had a technical glitch, so I'm not sure if it was captured well.
The controls were a little hard to figure out at first, and the customers didn't wait nearly long enough for me to figure out what I wanted to do. I think it might have worked better if I have multiple couriers that I was loading up with items to sell. If there was a cop that watched me and had a random chance to intercept deliveries then that might allow the player to focus on packing the deliveries properly to meet the very rapid pace of demand. Another option is to reduce the span time of the people looking to buy, and also reduce their impatience meter. While I would make decisions about what to load and take precious seconds selecting the item, they recipient would often disappear. Another suggestion is to make the line, that indicates which customer or product you are selecting, should be thicker and bolder to make it easier to identify which one is selected.
Again thank you for sharing, and I'm sorry if the gameplay didn't get recorded.
Jokes aside, I like the concept a lot, but the execution could use a little polish. Staying afloat seems impossible, buying items in bulk seems to be the only way to get a good profit going, and purchasing a colour TV or a stereo instead of a pack of smokes (because of a mis-click or the fact that after buying an item the marker resets to the top) truly makes the soul ache.
Game feels impossible later on, as people's "impatience" seems to accumulate faster than the _one-way_ trip across the bridge, and given that you can be royally screwed by what appears to be RNG (the smuggler having four TVs and nothing else in the inventory when the three "customers" require cigarettes and stereos)... Yeah, being a smuggler 'cross that bridge is a dog's life.
I really like the theme though. Great work.
I see your net overall opinion of your effort for a first game is positive, and that's good. I hope you had fun, and I hope you keep doing these jams!
Good luck!
0 - Main Mechanics:
Buy items on one side and deliver them on the other (meeting demand).
1 - Secondary Mechanics:
It does not fit into this context exactly, perhaps the issue of load limitation is secondary mechanics, or just extension of the implementation of the main mechanics.
2 - Learning Curve:
Learning the game takes a few matches (two or three), but the commands are simple, there is not much difficulty in learning (in addition, when losing a match, there is a reminder of how the game is controlled).
3 - Flow:
The game is difficult all the time, there is anxiety about not being able to deliver the orders on time. Before the products appear in the left listing there are already buyers almost giving up on the right purchases. I would only suggest beginning to count the time from the first purchase of the motorcyclist, because the way it is, is already losing. The speed of the customers is high, this speed could increase gradually until reaching the initial speed (which in my view should be the maximum, hahahahaha). I believe that with some repairs it can greatly improve the gaming experience.
4 - Love Points:
The central mechanics is the most interesting point.
5 - Presentation of the Narrative:
There is no specific narrative presented, it is a part of the day to day, let's say, revised in a playful way. It may be interesting (in case of continuity) to create phases and justifications to be working with it (such as paying for college, paying for expenses at home after some fact, etc.). This could sustain the creation of more phases and such.
6 - Art Polishment:
For Ludum Dare's time it's nice to see, I always say it's possible to polish, so (if you continue with the project) improving the visual identity of the menus and even polishing the whole art would be good things. Adding sound can help the feedback of whether or not to do the right thing in relation to the buttons.
7 - Monetization Attractiveness:
Suppose the continuation of the project, I believe that the ideal would be to apply narrative and even powerups (modifying the passage of time, acquiring more space for deliveries etc). With this the game could be casual and monetize through advertisements, for example.
8 - Community Generation:
Suppose the continuation of the project and the application of narrative, would also say that the creation of character design would fall well, making it easy to create a page on Facebook (for example). PS: Invite me to follow the page if I create it.
9 - Cultural Dialogue:
The game talks about the day to day in my view, so some people will identify with it, being part of one's own life experience (directly or indirectly) and cultural experience. For the game to reciprocate (game influencing the culture) I believe it would be in case to continue the project as reiterated above.
limiting the game time while keeping the client waiting time constant (or set a lowerbound). And player would aim for higher money rather than longer survival time. In that case life would be much easier for the smuggler. However overall I think you made a very fun game in a very limited time. Good job!