Gull and Ray by Mathstr0fficial
You're a seagull, living in a village on the back of an enormous manta ray. The game features extensive dialogue with your neighbors, make sure you're hearing everything they have to say! If you're ever confused on what to do, you should probably go check in on them.


If you're really stuck: - Speak to the townsfolk - Speak to the mayor - Visit a temple - Speak to the mayor - Speak to the townsfolk (these interactions contain hints to the resource collection prompts) - Combine the items at the temples
Bugs Fixed
10/7: Re-enabled broken collision on the Ray's edge
| Link | https://benjaminfalkenberg.com/gullandray |
| Link | https://benjaminfalkenberg.com/gullandray/gullandray.zip |
| Original URL | https://ldjam.com/events/ludum-dare/56/gull-and-ray |
Ratings
| Overall | 221th | 3.295⭐ | 24🧑⚖️ |
| Fun | 296th | 2.614⭐ | 24🧑⚖️ |
| Innovation | 249th | 2.9⭐ | 22🧑⚖️ |
| Theme | 270th | 3.026⭐ | 21🧑⚖️ |
| Graphics | 81th | 3.932⭐ | 24🧑⚖️ |
| Audio | 102th | 3.5⭐ | 23🧑⚖️ |
| Humor | 134th | 3.194⭐ | 20🧑⚖️ |
| Mood | 148th | 3.425⭐ | 22🧑⚖️ |
| Given | 4🗳️ | 5🗨️ |
I couldn't figure out how to collect items, because I thought it was a pick-one-of-three menu when it was in fact a menu with cycling options. For those that get stuck here, you can press up or down to cycle through the options and then once you've filled the proper selection in all 3 slots, you can interact again to get the item if successful.
The game itself was enjoyable and I liked the little world you've built. There was a lot of walking back and forth trying to find all the caches again :D but I like that you can use the markings on the manta ray to navigate around the place.
Good job!
I like the note taking aspect, and I've been thinking about making a mystery game myself. I think if the game requires notes like this, you should have some sort of built in place for the player to take notes in-engine.
I like how nobody tells you what to do for the stork eggs. You need to just intuitively determine that one for yourself.
I assumed the game would take place under the sea, so reading "different energy in the air" made me pause. Just ignore me being dumb in the video.
https://www.youtube.com/watch?v=va54OshTgDM
I imagine with some more tuning time, the playthrough path could have been a little more straightforward (at least in the beginning, when the player's getting oriented).
I think while feeling like you were on a huge ray was cool, with the trial-and-error nature of the puzzles (or even the path forward), minimising travel time is really important to avoid player frustration.
Overall a nice entry - well done!
I have no idea how you implemented the funky water waves, but love the visual. Overall the graphics are simple, but do the job well. (Love the derpy looking birds in the sky)
I was a bit confused but it got clearer over time. Well done on this entry!
Really nailed the theme as well - and the names/personalities of each creature was clear, which is impressive given the development timeline!
Audiovisuals were top notch and matched gameplay perfectly. The art direction in this game is really well executed. The art style is simple yet detailed enough to distinguish things very well. On top of that it was very consistent across all the game so I could feel like everything was part of the same experience and it helped to keep immersion a lot. Additionally the audio with waves ambient and SFX also helped creating a really good mood (with a nice water shader as a cherry on top!).
The gameplay was a little too long and passive for my taste. I'm not sure if you wanted to create a puzzle game with nice riddles or storytelling driven experience, because for the puzzle game the gameplay required from me too much walking but on the other hand from the story perspective it all was too condensed in one place so the flow of storytelling wasn't consistent enough for me to create good dynamic. There either was info dump in one moment or nothing was happening when I was just walking long distances to get a thing after a thing (I was playing/talking with one NPC at the time without any notes so maybe that's why beating the game took so long).
I think if you would focus more on the UX for the player, it would create much better experience overall and could fill the gap between puzzling and talking phase. For example an option to display logs with messages under a specific key or option to skip text animation with spacebar or small indicators showing where is what if we already found those things. It would already significantly reduce amount of the total distance you need walk through to beat the game.
Overall it was a really nice and engaging experience. Looking at the fact it was a compo game, you definitely created a jam-highest quality mood.. and I really liked it! Good job!
Anyway, this was really nice. I enjoyed all the characters here and some of them (Hugh Mann...) were hilarious. The concept was also very cool, seeing the complete ray in the title screen and then suddenly walking on it as a huge map really nailed down the feeling of a Tiny Creature. The puzzles were also pretty fun once I got how the game works: I liked how everyone managed to describe the same three qualities in (mostly) different ways, and the egg one - which is hinted in the stone tablet instead of an NPC - was a cool surprise. Not to mention the tiny fishing minigame at the end of each temple, I did not see that coming!
As others have said though, this was incredibly confusing. I started interacting with the stashes & temples way too early and didn't get a thing. The UI for them was the most confusing thing imo - pressing up/down on each button to change its content was very unintuitive for me, and I kept trying to press them only for the selection to end without any feedback. Perhaps showing small up/down arrows above & below each button would help? Or making interact cycle between the options instead of picking them, and adding a separate confirm button would be clearer? The temple insertion UI was better, but still pretty confusing before I had any items. Nevertheless, this sort of issue is very understandable with the time constraint, and I did eventually figure it out myself.
Overall, I enjoyed this once I got how it worked! The writing and setting were definitely the highlights here. Great entry!