Evelyn by Everbrave

About:
A slow paced adventure game about sailing the skies as the sky pirate captain, Evelyn trying to repair your ship's reactor core.
Follow me on Twitter: https://twitter.com/MichaelKocha if you like what I did!
Or check out my 3D work: https://www.artstation.com/artist/michaelkocha
How to play:
The controls are all explained in-game, but here they are again just in case.
Player Controls:
WASD Movement Hold S to drop down from ledges LMB Hold to aim LMB Release to fire your Telepod RMB to teleport (F on Flash)
Ship Controls:
WASD Movement (Ship retains speed, so feel free to ease up on that D key. Vertical speed is also retained, but not displayed visually) E to enter/exit piloting
Helpful notes:
Helpful non-spoiler hints: (Not that there are any spoilers anyway...) - After gathering the crystals, the game is over. This isn't very clear and feels pretty empty, but it was a time issue, not a design choice. - Leaving your ship forces it to slow down quite rapidly, so don't be afraid to jump off the helm for an easy parking job. - If you can't seem to avoid falling off the islands, try leaving your Telepod on your ship before you hop off to mine. Then just port back on when you're done. - Pay attention to your Reactor Gauge. If you get stranded with no power you might have to jump off the ledge and start over. - Flying is a tricky feature, not an icky bug. - The stairs don't have collisions on the bottom few rungs. Get a run at them and jump on if you're having trouble. You can't jump straight up through them.
Thanks for your patience! Hope you enjoy your time in the game! Obviously there was a lot more I wanted to do, just like everyone does during LD, but as far as minimum viable product, I feel like I got pretty close.



| macOS | https://gamejolt.com/games/Evelyn/274144 |
| Flash (web) | |
| Windows | https://gamejolt.com/games/Evelyn/274144 |
| HTML5 (web) | |
| Original URL | https://ldjam.com/events/ludum-dare/39/evelyn |
Ratings
| Overall | 121th | 3.852⭐ | 29🧑⚖️ |
| Fun | 346th | 3.269⭐ | 28🧑⚖️ |
| Innovation | 70th | 3.885⭐ | 28🧑⚖️ |
| Theme | 496th | 3.385⭐ | 28🧑⚖️ |
| Graphics | 91th | 4.346⭐ | 28🧑⚖️ |
| Audio | 226th | 3.462⭐ | 28🧑⚖️ |
| Humor | 618th | 1.8⭐ | 22🧑⚖️ |
| Mood | 144th | 3.769⭐ | 28🧑⚖️ |
| Given | 21🗳️ | 30🗨️ |
I wasn't too sure where to go after a while since every group of islands all had a few crystals on it and nothing else. Given a bit more time I imagine you could end up with quite an interesting game. Good job
More please! I want Evelyn to have more adventures exploring different worlds.
I ran into quite a few issues with the one way platforms with the engine I used, pretty much forcing me to scrap it. This was the biggest problem with the stairs on the ship as well.
As far as the jump mechanic, It has very little use, I agree. Originally it was intended to be used more and you were supposed to feel pretty helpless off your ship, but the game evolved as I went and the helpless jump ended up being simply vestigial, essentially.
I'm really surprised no one complained about the stairs on the ship yet. Or the long tutorial. But I suppose that kind of became the best and most challenging part of the game.
On the bright side, I'm digging into Unity finally to remake the game and expand upon it, because I fell in love with it over the process and want to see what I can do with it over another month or two with a better engine and some much needed feedback.
I couldn't find a way to repair the ship once I farmed 100 crystals, and ended up dying because the player's velocity isn't reset when they start mining (ouch!). The telepod was a good way to get around, I liked the mechanic. Still, I thought it was a nice and relaxing entry. Keep it up!
I'm planning on rewriting this in Unity (and learning to code as I do. lol) so I'll be fixing all of this stuff as I go about it as well as updating the assets, adding more variations, better animations, etc. Not to mention adding in all those feature creep ideas I had throughout the weekend.
Thanks for the feedback!
Great job, I would love to see you work in this game after ludum dare, it has so much potential, and congratulation for the art you are extremely talented.
It would be great if in designing new challenges you could connect the two main mechanics of the game, teleporting and steering the ship, as currently they feel unrelated. Maybe something like boarding enemy ships using your teleportation device because getting too close otherwise would be dangerous (You can probably come up with better ideas for your game ;).
I think it is great you took the time to record a voiceover instead of doing only text but I would appreciate subtitles as the voice at times is too distorted to understand clearly.
You explored the theme only superficially as the ships energy is not really connected to anything but a win condition (well it also works as a resource but again the game lacks a challenge which makes resource management meaningful) but that does not matter too much as the main purpose of a theme is to inspire the creation of interesting games and Evelyn is definitely interesting!
In case you haven't heard so far and you're reading this, there really isn't much of a goal other than to collect 100 crystals, which in itself is very lame. I had enemies and NPC's and upgrades in mind as well as some very light survival aspects as well, but like any game jam project, I didn't have the time.
I've also started a project page on Gamejolt and I'll be setting one up on Itch.io as well to start releasing updates on.
Thanks for all the encouragement, everyone! I wish I could fix some of those bugs right now.....
edit: fixed now, thanks!
I've now updated the links here to go straight to that gamejolt page. So sorry about that good chunk of time with no game to download.
This is being fixed for the next version, but I don't believe in fixing anything but game breaking bugs in LD games, and I didn't realize how serious the size issue was until after I'd fixed a lot of other things.
So sorry about this, Gelisam. Hope you stick around and test the next update after judging is over.
Firstly a map, or definately some kind of reference to get an idea of where you are and generally what you're traveling towards. Also, I'm not sure why the jump is so small, you might as well not have it because the teleportation stones get you further. The jump would definatly be more conviniant than the teleportation stones if it was high enough to actually get up some of the small ledges though! Adding a big slow ship turning animation would also be nice to emphasise this massive ship you're riding!
Also, not sure if this was intended or not but I fell off a ledge and was panicking but started working my way back up to the ledge by throwing and teleporting to the teleportation stones. That was really fun and added a quick shot of addrenaline and panick to the gameplay, if you could manage to maybe script a scene where you fall off and maybe did a button prompt to show the player that (even though it's tricky) they can do that it would be really cool.
One last thing, the game is a little large in terms of file size, fine for a game normally but I could have probs played a couple of other Ludum Dare games in that time so you possibly risked potential players on here skipping your game due to it's size. Probs unlikely though, it's just a thought.
Other than that, really top game man! It did feel like I was on a proper adventure!
First off thanks for the top notch feedback, man!
Most everything you listed are things I've considered or already have planned and am working on for the full release. A world map of some sort and a minimap is definitely on the radar. I've nearly tripled the jump height and even added a second, double jump feature which really makes getting around feel more convenient and allows me to hide the telepod behind a crafting menu or something later on since it's not a necessity anymore.
While I'd love to add the ship turn animation, I'm just not seeing it in the cards. I've already started work on creating modular ship parts that can be randomized and spawned in so players can discover new ship types at all times and run into hostile pirates aboard them as well. Because of this, adding a big fancy, complex turn animation probably just isn't going to happen. Instead, I plan on building more clever sails that rotate and tilt based on the direction you're flying to give the ships a unique bidirectional function to them that just makes sense in the world.
I think the file size is so large due to how Gamejolt wants me to pack both Mac and Windows builds together and of course all the art (png's) and the audio. I have two nearly full length tracks in the game already and plan on doing a lot more for the full release. I was a little worried about the file size, and maybe I'm alone in this, but I never look at the file sizes when downloading at least LD games because I just know that they're going to be tiny. And I think once someone's already clicked download, they're probably not going to cancel it after that. Though they might leave it to download and forget while they play another game or two.
But thanks again for the great review. I'm hoping you follow the game on Game Jolt and get to play the full thing in a few months when it's ready.
I guess most relevant points of critique have already been mentioned.
I really enjoyed the atmosphere. The only thing that annoyed me was that I coulnd't shoot the Telepod upwards through ledges. And maybe some sort of sensor that at least tells you if you are getting nearer (some sort of echolot like in submarines to match the ship theme perhaps?) would smooth the gameplay a bit more I think.
But, I did not give up! I dusted up my older, non-retina mac and finally, the game window was just the right size. So finally, here's my review!
The graphics are amazing. I had a really hard time understanding what the robotic voice was saying, subtitles would have helped a lot, but I see you know that already. One thing I did not see mentioned: there is a transparent island straight right from the teleporter! I thought it was a secret, but there was nothing on it, so I guess it was a bug instead?
I liked the idea of exploring a large unknown world in search of crystal fuel, but that got boring quickly. If you want to expand the game, here are a few low-effort changes which I think have some potential to make the endgame more engaging:
* keep track of the total number of different crystal locations found, win once we find them all
* an object which shows a map indicating where the remaining crystal locations are, but prevents them from respawning, so you have to find an efficient route through all the points on the map. Maybe a faster-flying, faster-draining, palette-swapped version of the ship??
I sincerely appreciate you going through all that trouble just to test my game! I definitely didn't expect it!
I actually just implemented a hunger and farming system last night and today I'm polishing it up along with starting work on an equipment bar. I have a feeling there's going to be plenty of stuff to keep the player busy once the game's closer to release in a few months. : )
But where is this invisible island you're talking about? Right of the crate the teleporter comes in? I haven't come across this yet so I'll go look into it. What I think you're referring to is actually a layering issue where one of the island platforms ended up behind a larger island, but the collisions are still effective, so it looks like an invisible island. If that's the case, yeah, more of a bug. But I've been thinking about turning something like that into a feature eventually if I get that far. Maybe some Indiana Jones style temple traps/puzzles eventually.
Thanks again for the review! You went through a lot of trouble to give it, and that's really kind of you.