Aerial Odyssey by Tvorojok
Strategic geometric puzzle about flying cities
Find the best way possible and try to fulfill all contracts for the delivery of resources.
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Hypnohead team :cloud: :cloud: :cloud:
Maxim - code
Alexander - art
Semyon - gamedesign, music, ui
If you need help about mines: Mines generate +2 resources every turn, but no more than 10 and starting from 3. Purchased mines have 3 resources by default, but their minimum limit is 2, and the maximum is 6. They also mine 2 resources per turn.
| Link | https://giganticburgers.itch.io/aerial-odyssey |
| Original URL | https://ldjam.com/events/ludum-dare/53/aerial-odyssey |
Ratings
| Overall | 43th | 4.264⭐ | 38🧑⚖️ |
| Fun | 52th | 4.194⭐ | 38🧑⚖️ |
| Innovation | 32th | 4.278⭐ | 38🧑⚖️ |
| Theme | 18th | 4.556⭐ | 38🧑⚖️ |
| Graphics | 115th | 4.446⭐ | 39🧑⚖️ |
| Audio | 212th | 3.853⭐ | 36🧑⚖️ |
| Humor | 854th | 2.656⭐ | 34🧑⚖️ |
| Mood | 231th | 3.971⭐ | 37🧑⚖️ |
| Given | 95🗳️ | 60🗨️ |
GG. With sheer luck and no windmills.
I think you can benefit from a reset button.
I got the hang of it pretty quickly though. I really like the artwork, especially the ship you control! The music was very chill and fitting too!
First of all, the title art and visual direction were very good. I was reminded a little bit of [Townseek](https://whalesandgames.itch.io/townseek) by Whales and Games. The info dump at the beginning was a little overwhelming but once you jump into the game it's not actually all that complicated and was easy to pick up.
The routing mechanic was really interesting and led to some fun puzzles and tradeoffs for picking the optimal route. I liked that you could only make one "turn" rather than more complicated paths, and that you had the option to build fans if you got stuck. As time went on, there were more obstacles and higher costs so it naturally grew more difficult.
I drew a pixel art version of the airship and added it to the fan art compilation on [my profile](https://whalesandgames.itch.io/townseek). It was a little tricky to figure out how to add cat ears to this one. :cat:

Well done for 72 hours, and good luck during the rest of play and rate!
I think you could polish up the success and failure of delivery to make the end of a contract more meaningful and flashy. The sounds for those are also almost imperceptible. Other than that, I love it.

There are times when you have to be very precise about the next action and the slightest gap results in the loss of the contract. I think a system where you choose your route and then validate the move would avoid this kind of problem (in case you do a post jam version). Anyway, congratulations on your work, the game is excellent!
Congratulations!