NauSea by Notinatal
Welcome to the ship named Pisey. You were the only one on board when the largest hurricane the Great Bay has seen in years arrived without warning, pushing your ship out of the Krong Sivuk shipyard onto the open seas.
If you wish to survive, you have to keep all the functions of the damaged ship running. You need to keep the engine running, track your navigation, fix leaks and check pressure, as well as stir the rudder when it becomes too dangerous.
You think you can be a one man crew? If so, this game is here for you!
Enjoy this infininite arcade that gets progressively harder!
Screenshot of the gameplay mechanics
| Link | https://notinatal.itch.io/nausea |
| Link | https://notinatal.itch.io/nausea |
| Link | https://notinatal.itch.io/nausea |
| Original URL | https://ldjam.com/events/ludum-dare/49/nausea |
Ratings
| Overall | 771th | 3.5⭐ | 15🧑⚖️ |
| Fun | 1253th | 2.917⭐ | 14🧑⚖️ |
| Innovation | 760th | 3.292⭐ | 14🧑⚖️ |
| Theme | 475th | 3.833⭐ | 14🧑⚖️ |
| Graphics | 636th | 3.731⭐ | 15🧑⚖️ |
| Audio | 671th | 3.25⭐ | 14🧑⚖️ |
| Mood | 710th | 3.458⭐ | 14🧑⚖️ |
| Given | 12🗳️ | 6🗨️ |

The barrel mission was utter garbage. The first time you encounter it, most likely the barrels will have rolled to some position where they can't even be recovered. So I guess that's where the annoyingly long just waiting time in the beginning comes to play. But still the fiddly physics and the unprecise movements could easily put you in a position where the barrels just block you from going to one side of the ship.

So yeah, wasn't huge fan of the big amount of waiting that was needed. Just waiting in games is never fun. On my first run I had already gotten bored and locked myself to the mid left room with the table as there was no indications in forever.

The usual game was divided into first minute or so just waiting (or fiddling around with the barrels unless they by some miracle want to co-operate). Then very casually running between tasks (and still having to wait between). Then at some point the speed just picks up to be too much and you're screwed.
The arrows were not too easily noticeable. Some movement could be added and they easily could have been bigger too. It was quite often very hard to evaluate at what point they were pointing towards. Mainly for the second/top floor left side spots.
Other than the barrel thing, the minigames were pretty fun and varied. They did get kinda repetitive as you learned the positions.
Went for another try and beat my previous best but still ended up in a situation that just couldn't be beat.

I think it's just straight up too RNG based. And the events start becoming so quick and frequent that it's impossible to beat them.
Even the boxes on the bottom floor and lodge up the door and block your access to the leftmost spot. And the ladder becomes were quirky when the ship rotation becomes large.

The controls overall were very loose and abrupt. Especially around the ladder. The character collider felt like it was some awkward shape which made pushing the objects unpredictable.
But yeah, it was good. With better pacing, cleaned up controls and a bit more variety, it'd be awesome. Good job! 👍
And finally, about the barrels, the borders are made in a way, that the barrels are always recoverable (they are set up to not fall down the ladder or clip to the corners to the extent they are unrecoverable. Also, the barrels roling can not block you in a place, only slow you down, as your player is a bit stronger. Only moment, where the barrels are to restrict your movement, is, when you are pushing them upwards with the ship moving, and that one was intentional.
We ourselves didn't encounter the problems with the barrels you described, being pushed to places where they can not be recovered, could you maybe please specify on that one, as it may be a bug (I tried multiple runs just trying to move the barrels to unrecoverable positions and every time, I managed to recover them).
Sincerely thank you for your feedback, I will try to find out what issue with the barrel was in your case!
https://youtu.be/v-G-fAOEbe8
The wait period at the beginning seems a bit too long, I thought the game was bugged at first.
The waiting period is long for a simple reason. We originally intended to make it long only in the first playthrough so the person can orient itself in the environment.
Unfortunately, due to a problem with one member of our team bailing on us, we spent the last few hours doing different things and the timing mechanism was never implemented.
I'm sorry for the inconvenience, we eventually hope to add few more tweaks here and there after the LD ranking ends.
Oh and every two rounds played the Q/E buttons for restart and quit stop working and I had to hard reset the game.