Cool idea :) I got a bit confused eventually (crosses), but I had fun exploring what I played. Thanks!
A Sailor's Pastime
A nautical puzzle game about ropes, crates and barrels that will twist your brain into knots!
Crates and barrels are all tied up in the ropes! Move objects to their target locations, which may require some fancy twists or untying.
Use a mouse to play, Z to Undo and R to Restart.
(No mobile support, sorry!)
Note: "Crosses" turned out to be an unintended difficulty spike. Don't feel bad about skipping it and coming back to it later (e.g. after "Link" or "Unknot").
Made in 48 hours for the GMTK Game Jam 2021.
- Programming and Design — Zachary Barbanell
- Design and Programming — Martin "Menderbug" Ender
- Music and Sound— Jimmy Harrington
- Art and Playtesting — Corey Hardt
The source code is available on GitHub.
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Thanks for trying the game and the kind words! Crosses turned out to be real stumbling block, yeah. We're working on a post-jam version that should also make the rope controls a lot more intuitive. :)
I briefly abandoned ship (ba dum-tish) after colliding with 'Crosses', but then I saw your note and carried on.
It takes a while for the rope-wrangling to start to feel intuitive, but when it clicks it's really satisfying.
A couple of quibbles:
- It may be a limitation of the mouse support but dragging to the diagonal target always seems to take a few goes (on a trackpad at least) before it accepts the intent and stops pulling your rope horizontally or vertically.
- While it is possible to interpret the rope target over/under specification when the rope is on top of the target, it's a bit frustrating. It's not very elegant, but perhaps you could add a red/green highlight to the rope crosses if they're over the target in the wrong/right configuration?
Thanks for the detailed feedback! :)
Yeah, the diagonal movements are a bit fiddly. We have plans to update how the rope transformations work so these diagonal moves becomes unnecessary (and would be replaced by a set of more intuitive straight moves), but the diagonals were easier to implement for the jam.
As for the rope targets, at the very least we need to change their colour or something, because it's very hard to read the tan rope on top of the targets in any case. We'll see if that fixes the readability of crossings already, but otherwise some form of highlight for incorrect crossings is a really good idea, we'll keep that in mind!