Salvage by fueelin
You play as a deep sea diver salvaging treasure. Collect all the gold in each sunken ship before making your way back out and advancing to the next one!
CONTROLS
Arrows/WASD - Move
Space - Drop Weight
Enter - Pick Up
R - Restart Level
NOTE: Didn't get to sound effects/music in time, please ignore the "Audio" rating!
| Link | https://www.dropbox.com/s/p9cygpiajou4ct9/Source.rar?dl=0 |
| Link | https://www.dropbox.com/s/nl1x7d27vpq4rix/Compo.rar?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/48/salvage |
Ratings
| Overall | 428th | 3.488⭐ | 44🧑⚖️ |
| Fun | 486th | 3.274⭐ | 44🧑⚖️ |
| Innovation | 137th | 3.833⭐ | 44🧑⚖️ |
| Theme | 496th | 3.5⭐ | 44🧑⚖️ |
| Graphics | 657th | 3.06⭐ | 44🧑⚖️ |
| Audio | 689th | 1.95⭐ | 22🧑⚖️ |
| Mood | 578th | 3.038⭐ | 41🧑⚖️ |
| Given | 72🗳️ | 63🗨️ |
I had intended to exclude the audio category but had some submission issues and no longer have the option to take it out.
Thanks a bunch for playing!
You need to make the html5 version. Otherwise, people need to solve an additional puzzle to start the game. :slight_smile:
The way weight works wasn't intuitive to me. I assumed that I was either 'heavy enough to sink' or 'light enough to fall' and only after quite some time that it was possible to be at an 'equilibrium' weight where you neither sink nor fall. I also didn't immediately realize that treasures contribute to your weight, and had to do quite a bit of deliberate experimentation to figure out that treasures contribute 0.25 of what weights contribute to your total weight.
The somewhat awkward thing about treasures contributing a fraction of your weight means that those 'equilibrium weights' can only exist if you have a number of treasures which is a multiple of 4.
I also found a way to cheese the game (which it sounds like taximan also discovered a version of) - it's possible to drop a weight, become buoyant enough to start rising, and then grab the weight before it falls below your hitbox, causing you to fall again - if you repeat this over and over, you can 'swim' indefinitely. But due to what I noted above, this only works if the number of treasures you have is NOT a multiple of 4 - if it is, instead of switching between "rising" and "falling" you'll just switch between "rising" and "neutral" (and if you switch from "rising" to "neutral" weight while already rising, you'll keep rising - not sure whether that's intentional or a bug). It also seems exceptionally difficult/impossible to do if your weight is a multiple of 4 minus 1, since you get so little rising speed.
I got stuck on the final level (or what I assume is the final level because I went off the top of the screen instead of going to the next level) for quite some time until I had figured out the weight mechanic, since it seemed necessary to know how to make your weight neutral to get the top-right treasure, but I was indeed able to beat it without cheese.
But with some clearer weight feedback, some faster movement and some tutorial levels that explain the mechanics a bit I think this would work really well as a full length puzzle game. Great work!
Putting the player in a situation where they have to reluctantly leave treasure behind so they can continue, etc. The rest of these comments apply to you too :)
@felixmreeve I had thought about including an explicit buoyancy value in the UI but ultimately decided against it. I think that was the wrong choice for the game this ended up being. Originally I had ambitions of psychedelic horror, creepy-game stuff, but obviously that would require sound and a lot more. The puzzle game it ended up being definitely would benefit from more explicit feedback!
**LAST LEVEL SPOILER/SOLUTION WARNING FROM HERE DOWN**
The "intended" solution for the last level is to get the 4 treasures in the top left, drop weights to equilibrium to get the top right one, get the bottom right ones with the weight from that treasure, and drop weight to go back up. I think it requires you to have left weights strategically positioned to grab after that ascent, so you can go back to the start.
That's a REALLY steep jump in difficulty, depending on a couple new tricks that the player probably hasn't figured out yet. At the end of the compo, I was trying to prove that the mechanics allowed for a complex enough puzzle to justify expanding on the game afterwards, but I think I went a liiiiittle too far! :)
I definitely should have included a level that teaches you that you can reach equilibrium, at least. But I had already just taught you about ladders in the 2nd to last level, so I didn't want two "tutorial levels" in a row. Consequence of running out of time and not having enough puzzles!
Once again, thank you so much everyone for your thoughtful comments!
Not sure if I beat it though as when I returned to the start nothing happened.
I think that the weight mechanic of the gold pieces is interesting but would probably need to be communicated to the player better. I think really all this game needs is a couple more levels to really have a learning curve for all the possible mechanics.
Note that I did realize when looking at the last level that I really needed some way to move over to the right without changing in height... but I simply had no idea what I could possibly need to do to do that. So I think that the level design does communicate a lot about what needs to be done even if I couldn't figure it out.
But yeah, really neat puzzle game. It's hard to articulate exactly what, but it just seems like a unique sort of puzzle game--something rather novel.
Спасибо за игру, необычная идея головоломки ^_^