Golden Hour by Tyrannas

Some spend their lives risking it.
Bringing their precious deliveries to nearby ports.
Delivering food and medicine to people in need.
Risking their skin more than once in the choppy waters.
But you...
You are a pirate! And you just want to enjoy other people's hard work.
* Watch the map, find your prey and intercept it! *

* You have until nightfall to steal all the gold you can get !*
Ready? Go!

🎮 How to play:
To toggle the map: M
To move : ZQSD / WASD
To shoot: Left / Right arrows
🙏 External assets:
- Font: https://www.dafont.com/fr/pixel-pirate.font
- Seagull sound: https://freesound.org/people/squashy555/sounds/353416/
- Cannon sound: https://freesound.org/people/derplayer/sounds/587183/
- Ocean sound: https://freesound.org/people/felix.blume/sounds/384110/
👨👨👦 Credits
- Godicked: coding
- @Erilhir: coding
- @Kerdelos: shaders and additional coding
- @Tyrannas: graphics, music and additional coding
| Link | https://kerdelos.itch.io/golden-hour |
| Original URL | https://ldjam.com/events/ludum-dare/53/golden-hour |
Ratings
| Overall | 151th | 4.032⭐ | 33🧑⚖️ |
| Fun | 202th | 3.871⭐ | 33🧑⚖️ |
| Innovation | 386th | 3.581⭐ | 33🧑⚖️ |
| Theme | 1017th | 3.323⭐ | 33🧑⚖️ |
| Graphics | 152th | 4.344⭐ | 34🧑⚖️ |
| Audio | 109th | 4.083⭐ | 32🧑⚖️ |
| Humor | 841th | 2.676⭐ | 19🧑⚖️ |
| Mood | 85th | 4.226⭐ | 33🧑⚖️ |
| Given | 37🗳️ | 67🗨️ |
I also like the map and spawning infos. The game mechanics are easy, but quite some thinking and planning are required if the player wants to get higher score.
Just one minor suggestion: the font is a bit hard to read, maybe get another font that fits the game theme without sacrificing readability.
Good job!
Pros
- pirates theme!
- visuals and ambient music
Cons
- little confusing shooting controls, sometimes I was not sure which key to press if I want to shoot to specific direction
Et content de voir des français participer à la Ludum Dare :v:
Great entry! Amazing job.
The boat did feel a little slow, even after getting a few speed upgrades. It didn't feel even remotely possible for me to reach the last two ships in time. Also, I was a little unclear on what the + symbols on the upgrades meant. I saw some upgrades with two + next to them, and others which were highlighted yellow?
Overall, I had a lot of fun playing and the selection of different upgrades available was really great! Also, on top of all of this I forgot to mention that the art looks amazing!
Movement controls work very well, and it felt natural to swim around. Enemies work strangely, though. They can despawn right in front of my eyes and spawn right on top of you. I had a level 3 ship just appear on top of me, taking about 80% of my hp in the process. That was funny :grin:, but felt kinda unfair.
Randomized level up choices are a nice touch - adds to replayability. Overall, it's a very nice jam job! And again, very beautiful, I feel relaxed just looking at it. Maybe I should have become a pirate!
As an aside, you really should have opted out of audio (per jam rules), as you didn't make all the sound.
### Good list
- Pirate theme is a good theme! Yar har!
- Upgrading after defeating an enemy is a very satisfying design pattern. Blowing up ships lets you blow up ships faster.
- The map was wonderful. Flavor-wise, it's clear that this is a stolen map. Gameplay-wise, I was using it constantly, and felt intelligent when I could plan out a route ahead of time (even if that plan went sideways).
- The shifting music was superb.
- The controls could use some work, but I do like the overall control scheme. Being able to fire in only two directions is very refreshing when most games let you shoot anywhere.
- Likewise, the enemies only being able to shoot in two directions was satisfying as well. I was always balancing whether or not to stay still and aim, or going side-by-side the enemy and risking getting hit.
- Art's good. Looks great!
- The theme interpretation is great. You aren't delivering anything, you're *interrupting* the delivery of things. (This is the same interpretation we had with our game, so I'm totally biased.)
### Bad list
- I quickly found that the Speed upgrade was perhaps the most important one, due to the enemies being incredibly fast at the end of the game. However, even when I grabbed Speed as much as I could, I was never faster than the final ship.
- There was no tutorial prompt in-game that told me to open the map. Luckily, I read the text ahead of time, but—as I'm sure you know—most people don't.
- I also occasionally had trouble with the cannons. For the most part it was okay, though. Ultimately I still like the mechanic.
- I'm not sure how I feel about the cannons inheriting some of the player's velocity. I've struggled with this same thing before, I'm not sure what the most satisfying solution may be.
- The "Level" text above each ship looks a little sloppy.
### Wish list
- A way to reach destinations more quickly would be much appreciated. Perhaps if you are moving in a straight line long enough, you get a gust of wind and an increased speed.
- On the map, I would have liked to see the player's ship as an arrow instead of a square, that way I could tell where I'm going. The enemies should have arrows instead of squares, too, but it's more important on the player.
- Perhaps it would be cinematic if the camera zoomed in while a ship was nearby.
- More ships! I think this game could lean a little closer to the Survivor-like genre by simply adding in more enemies.
- I really want to be able to slowly rotate even while I've completely stopped moving. It might not be entirely realistic, but it would be less frusturating.
- Perhaps you could hold down left and right arrows to charge the cannons to fire longer distances? Preferably, the player should also be able to see the path that the cannon will follow.
- I'd like to have the camera not be restrained to the bounds of the map. The camera not being locked to the player sometimes might be why I dislike the cannons inheriting velocity: my viewpoint is occasionally relative to the landscape, not the player. Perhaps there should be a fog that slowly damages the player if they sail too far into it?
Overall, really nice job. It's fun to see a team full of programmers for a change.
Also, wow, the Ludum Dare algorithm really did just give you a ton of reviews in a few minutes, nice :sweat_smile:
The gameplay was interesting, although it was too slow for my liking, even with fully commiting to speed upgrades. I wondered why it was hard for me to aim and then I noticed that the bullets keep ship's momentum when fired. I think that, while it's more physically correct, it makes mechanics worse.
@kyboon Thank you and yeah good point we'll try to find a font !
@saviqq We definitely thought about getting better loot according to ship level but we were to much in a rush at the end of the game for that sadly!
@braveskin @christian-zommerfelds yeah the timer was a way for us to force the player to use the map to plan his route while being in a rush. But maybe there is a better way to do that! (and about the ennemies disapearing it's simply that they arrived at destination but that's true there could be a visual indication)
@nazorus haha merci ! qu'est ce qui nous a trahi ? le ZQSD dans les commandes ?
@swen Wow well done, 20 is not easy to achieve !
@josephgallear the upgrades with yellow "+" are meant to be "rare" updates, with less drop rate, but the system definitely need balance since everyone is taking speed first because of the slow ship haha. And yeah the design of the ships routes is not optimal and i'm afraid you cannot reach them all, we'll fix that too
@fabula-rasa Thanks! A lot of work was put in this shader haha, especially for the export which was a bit tricky. For the ennemies disappearing it's because they have destinations and when they arrived at their destinations they disappear, you can see that on the map :) About the audio well...we opted in, since I made all the music and it took me quite a lot of time, and I used free resources for the 3 sounds, as I don't have the recording material (nor the seaguls) with me at home, as I'm pretty sure a lot of jammers are doing (but it might have been more obvious for our case since we credited it in our description). But I agree, it's not an easy situation.
@celtican Wow thank you very much for your super exhaustive review!! For the velocity of the cannons well...It was a debate in our team haha, but there was no solution that everyone liked so yeah, we kept this one.
Interesting point for the camera moving when reaching the boudaries of the map, we might indeed try to do something different. About more ships: yeah definitely, there could be an endless game with day / night cycles, we put a timer cause we wanted the player to be forced to use the map to plan an optimal route, but there could be just a timer for each day, and then new ships and routes every new day.
Anyway, thanks again for your time playing and writing reviews! (And yeah, we went for dinner and suddently had 15 new reviews just after eating we were the first surprised!! Now, time to rate more games)
@lisek-gagatek It's indeed a fullscreen shader ! (well actually several shaders since it's not the same for the background and for the shallow waters)
@chompdev The islands heights are hand drown haha, no magic in this one. Reflections are a great shader by @Kerdelos
@clarkdjent Noted! It's quite hard to balance though since some others complained about the ship being not controlable enough :P but maybe some things can be changed to make it bett
We make all the SFX on our own - which is a lot of fun and a lot of effort - but never make the music (neither of us has much talent in this, and we definitely don't want to torture people :grin:).
Maybe add more simultaneous ship spawns, since I found myself roaming without a battle for quite a bit.
Was initially roped in by a screenshot with the gorgeous graphics. Started reading the description and thought it sounded nice, but then... "but you're a pirate" 💀 Didn't change much however, I very much enjoyed hoisting the jolly roger too! 🏴☠️
Wonderful atmosphere with the twilight colours and occasional gulls. Would've worked without the map but it added a lot. The music is really good and adds to it all, and it's great to have the other tenser track during encounters.
Controls were fine but I did occasionally get confused as to which key I had to press to shoot in the right direction depending on my angle. Since the main game was controlled by keyboard it was a little weird to have to move over to the mouse to pick options. I wonder if both of these issues could've been solved by moving aiming over to the mouse?
Since the game wasn't too fast-paced I actually kind of liked that you couldn't reach the key to open the map from either hand's default position, like I really had to move around the ship a bit to interact with every station.
Of course the upgrades and levels and timers were cool. Felt good picking different strategies each replay. Overall really liked this one! Fun and pretty. Cool stuff!
*As an aside, can I ask what you did to get the build working? Yours worked fine on M2 with Monterey, but I couldn't get my own Godot (3.5) game to do so even when building on the same machine, so it will only run on my older Intel machine :(*
And about what we did to make it working I'm afraid I don't know what our macOs dev did, I will ask him, but normally Godot 3.5 web builds should be working according to the docs that's odd.