Suds of War by James Dunlap

Have you ever played with toy boats in your bathtub? Have you ever wondered what it would be like to have a * * REAL * * naval war?
If you answered yes to one, both, or maybe none of these questions, then * this is the game for you *!
In Suds of War, you control plastic boats in a war to dominate the bathtub. Destroy enemy ships and attack the enemy base (a sponge). Rubber ducks block your way to victory, so go around them.
You start the game with three ships, try to hold on to them. If for some reason all three cannot be placed, the unplaceable ships will be available for immediate spawning, but you can only spawn next to your base.
Links
Web | Windows (x86) | Windows (x64) | MacOS (Universal) | Linux (Universal) | Source on BitBucket
Advanced warning that the Linux build has not been tested. Also, the Mac one required me to change some security settings on my MacBook. If you know how to fix this, please let me know! (It complained that it was downloaded from Dropbox. I have it set to allow me to run programs that are not from the App Store.)
Controls
Left-Click to select or deselect a ship Right-Click after selecting to attack or move
Tips
At the bottom of the screen is an end turn button and the status of your ships.
Click the ship icon to respawn a ship. Ships have a cooldown timer that is displayed on the button. The more ships you have down, the longer it takes them to respawn.
Goal
Your goal is to destroy the enemy sponge before the enemy ships destroy your sponge.
Tools Used
- Unity 5.6.0f3
- Blender for 3D modeling and some rendering of GUI elements
- Bfxr for creating sound effects
- GIMP 2 for image editing
- Audacity for editing audio files
- LMMS for creating music
Contributors
For posterity sake, this game was developed completely in 72 hours by myself and my son. We each contributed the following items:
- James: Most coding, Music, Some models and graphics, UI development
- Anthony: Most models and graphics, Particle system scripting, UI development
We hope you enjoy our very first entry into the Ludum Dare game jam as much as we enjoyed making it.
| Original URL | https://ldjam.com/events/ludum-dare/38/suds-of-war |
Ratings
| Overall | 593th | 3⭐ | 41🧑⚖️ |
| Fun | 565th | 2.821⭐ | 41🧑⚖️ |
| Innovation | 623th | 2.641⭐ | 41🧑⚖️ |
| Theme | 474th | 3.256⭐ | 41🧑⚖️ |
| Graphics | 506th | 3.154⭐ | 41🧑⚖️ |
| Audio | 420th | 2.692⭐ | 41🧑⚖️ |
| Humor | 266th | 2.947⭐ | 40🧑⚖️ |
| Mood | 632th | 2.684⭐ | 40🧑⚖️ |
| Given | 37🗳️ | 70🗨️ |
No major bugs found.
Great work
Nice game, congrats! :)
Btw, did you manage to finish my game?
I didn't realize I could attack from certain distances until after my sponge was under siege, but otherwise, the theme was really neat.
If you have time, you might want to `chmod a+x ./SudsOfWar-rc1-Linux-Universal*` for the Linux binaries, as their user permissions are not set to initially run on first unzip.
But overall, nice work, well done.
Really like the cute theme!
Well done!
Rated
I have not won your game, but did provide feedback and a rating last night.
Thanks!
**Things i thought worked well:** Fog of War (this was great), ship respawning, pathing, graphics in general and the sponges as bases made me chuckle.
**Things i thought could use improvement:** Sounds levels - I actually liked the soothing tune in the background and the firing/moving noises were suitable but the levels were off in places. Given the short space of time these games are created in, it feels harsh to point out things like this (heaven knows i had similar issues in my own entry), but i like to be constructive. It felt somewhat easy to win BUT this would easily rectified with updates/expansions. The graphic on the firing seemed off - only looked like it was shooting 1 square, but was shooting 2.
All minor things and ultimately, even when noticing these things, i found myself still playing. Very impressed, great first entry into LD, great job guys :)
Great job on succeding on such a dauting task!
Keep up the hard work!
- It was tricky to figure out the stats of the selected unit. They all look the same, so I couldn't figure out if I had a low-hp unit selected or not. Highlighting the selected unit in the UI might help out here.
- After moving, the unit would de-select right away, even if it still had points left. It's safe to assume that i'm going to keep moving until all my action points are gone, so you don't need to deselect until the points are exhausted, otherwise i'm just doing extra clicks to reselect it.
- The water shader (i think) was totally destroying my GPU, and it was lagging pretty bad. You could probably get away with using a cheaper approximation instead of a full on realistic water effect.
Amazing work for a first-time jam entry!
Really cute game overall, I wish I could make games with my Dad too. Good job guys.
I'm going to echo the comments above about the controls, though. Maybe this and a quick UI cleanup would be nice post-jam polishes!
I'm pretty impressed that you were able to code (even basic) AI along with the rest of the game in only 72 hours, so that's definitely an achievement.
The music was also perfect for the setting as well, just a nice relaxing little tune.
If I had to give a few things I didn't like so much I'd say your movement sound was a bit of an issue. It sounded like it played constantly as you moved when maybe it should have only played once per square. The firing animation was a bit off but that was easy enough to work around.
A solid LD entry nonetheless! Nice work to you and your son!
Played one round against the AI. I moved my ships cautiously in the mist. The enemy got to us after a few turns, but not quite to attacking distance. Next turn I sank two of their ships winning us the war right there. They didn't even shoot back!
I think that last bit is the biggest problem here, the massive bonus to attacking. Usually in light strategy titles, for instance Advance Wars and its freeware sibling Battalion: Vengeance, the defender also gets to attack with a diminished force. To offset the attackers advantage even more long range artillery units can be strategically placed to deter rushing.
Ok job in all. With some tweaking this could be pretty darn fine.
I wanted to like this game, because I really like games that try to turn children's play, for example, bath toys, into an epic war game. And there are parts here that I think work. The 3D art is a good choice for turning simple toys into an epic premise. I like the visuals in the titlescreen. The music and sound effects are simple but fitting. There are also some creative choices, what with incorporating duckies, boats, bathsuds and sponges.
However:
- The game's performance seems to be overall choppy in both the download (Windows) and the browser. The browser version yes, was laggy throughout, but in the download, at least the titlescreen worked like a charm.
- There isn't enough...automated action(?) to make the game feel more fluid. For instance, when all three of my boats make a move, I can't move them anymore for the rest of my turn, and yet I still have to click the "End turn" button for the enemy to proceed. Unless I'm missing something that can be done after my boats move, why not automatically proceed to the enemy's turn?
- When I lose all my boats, I'm basically a sitting duck (haha), waiting tons of turns for my ships to respawn and I have to click "End turn" each time waiting for my inevitable demise. I feel like the sponge could also have some sort of attack of its own - maybe not as strong as the boats, but something that you still have control over so that when it dies, that's the end of the game (but you can do something at a great disadvantage regardless). Otherwise, when all my boats are down and I'm waiting, say, nine turns for my boats to be respawned, I'm probably going to die and there isn't anything I can really do except forfeit.
- I love the idea of having suds in the battlefield and uncovering the ducks as one moves along. But I don't like how the enemy base also seems to be concealed in the mist as well, and that enemies can't uncover that mist as they move along. Quite frankly, it might have been a bit more strategising to allow the enemies to uncover the mist as well, such that the only mysteries are the ducks. The AI can already see the enemy, and it just...I dunno, feels a bit unfairly balanced to have it be able to see you but you can accidentally stumble upon an enemy while finding its base and thus you end up dying as a result.
Overall, there are some great ideas being explored here, but it just feels a bit slow overall. I dunno, maybe it's not really my type of game.
As for performance, we did not see performance issues in the web or downloads, and neither of us have extremely great machines. Were you downloading for Windows, Mac, or Linux?
I played the web version and that was pretty choppy, but downloaded the Windows build after and it was slightly better. Like, the titlescreen in the download performed fine, but the game itself seemed like a slideshow, and I'm not sure if it was supposed to be like that.