Rocket of Sand by Paul-Maxime

You are on an island.
With nothing but sand.
The water is rising and changing shape.
You need to build a rocket to escape.
A rocket made of sand.
Can be played entirely using the mouse, but there are some keyboard shortcuts available to help.
- You can mine sand manually by clicking on top of blocks.
- Drills can mine sand automatically for you.
- Factories require water, but they permanently boost your gathering mutliplier.
- The Rocket must be built entirely to escape and win.
- Game engine: Godot 4.1
- Sprites: made using Aseprite
- Sounds: from Freesound - full list
- Musics: Ocean Princess by Brandon Fiechter and Treacherous Water by Dark Fantasy Studio
- Font: Ubuntu Mono

Ratings
| Overall | 313th | 3.828⭐ | 31🧑⚖️ |
| Fun | 271th | 3.793⭐ | 31🧑⚖️ |
| Innovation | 357th | 3.603⭐ | 31🧑⚖️ |
| Theme | 232th | 4.121⭐ | 31🧑⚖️ |
| Graphics | 381th | 3.914⭐ | 31🧑⚖️ |
| Mood | 297th | 3.828⭐ | 31🧑⚖️ |
| Given | 26🗳️ | 38🗨️ |
I'm not sure I had much time left before takeoff. The take-off sound is incredible :D
It's a good game!
Also 5/5 for the rocket sound.
The graphics are quite cute, theres some minor issues with overlapping sprites but it's not a big deal, great use of music and the build up to the end is great.
Solid cute and fun little game, great work!
Anyway here's a walk through hell:
Godot engine handles isometric tiles on its own, with layers allowing us to paint a 3D island of cubes easily.
However when comes the time to add buildings they need to follow the same 3D logic as the cubes, sometimes an upper layer has to be drawn behind it, sometimes it has to be drawn in front. The only way I could think of to do it with 2D assets is to divide the entire asset in cubes:

See this innocent looking factory?

Now we need to imagine it like a pile of cubes.

We'll start from the upper layer as it's the most visible one, the one overlaying all the others.

Then we select the front cube, for the same reason.

And there we have our 5th lvl front cube.

We can now add it to the tiled set and draw it at the right location on the right layer (current layer + 5 level).
And why am I doing that? What was I thinking?
Don't do that. Use 3D.
In addition to my colleague reply, I will add that regarding the effect on the water, it is a displacement shader applied to the isometric 2D tiles.
If you are interested it is available on the Github, under /shaders/Water.tres.
It is a visual shader made with Godot and can be opened with their shader editor if you are curious :)
I restarted 2 times because I wasn't speed enough, but when I succeed just a little before everything flooded it was incredible
Thank you for this game, well done!