Navigate those waters, collect the maps, find the chaos emerald!
This plays with arrow keys; more informations on the title screen.
Tools used: Godot, Blender.
The game is a Windows executable; it uses the standard Godot launcher, so there should not be any antivirus issues. Please add a comment in case of any inconvenience.
I found the chaos emerald. The control is smooth ! I love it.
For a very low dev cost, A simple sound and/or effect when you collect map would really help to feel the game more "finished".
Like Somnium said, a timer would introduce a bit of a challenge even if you give a large ammount of time to the player.
For exemple you can introduce increasing difficulty this way.
level 1 : 2 map -> chaos emerald
level 2 : 3 maps -> chaos emerald
level 3 : 4 maps -> chaos emerald
…
And you give 5 minutes overall to the player to reach the highest possible level.
The game looks pleasant and neat. Also I liked the shadows under water. But.. I think there is a lack of athmosphere - audio, enrironment elements.
And control is some weird as for me. Also I found a bug when I can't pick up a map piece.
But I liked mechanics of revealing the next piece map after the previous being picked.
Though it's definetely need to add more elements and some action in your game! ;D
Nice little game! I agree with Benjamin that some simple visual and audio effects would have added a ton to it.
The game itself is very simple but worked well, the controls felt fairly responsive and the drifting felt adequate to me!
Personally I don't agree with the others that there needs to be a real challenge for this game to be more interesting, however I would see a lot of value in having different environments elements to see, like some trees, bigger rocks, maybe fish, birds in the sky, maybe even one or two islands?? Just some flourish basically. :)
A simple game but without any particular flaw: the controls are fine and it doesn't take too long to traverse the map and complete the game.
My thought on how to give this more character without too much effort would have been to spend more time on level design. Even with just the couple 3D models for islands/rocks you already have, playing with scale - like, by a whole order of magnitude or two -, but also rotation, density and overall layout can still offer a lot of variety for interesting places to discover and explore.
The mini-map is nice btw, and it adds another interpretation of the Maps theme which is cool.
The ship controls well, it was quite enjoyable zig-zagging in between the obstacles.
The addition of a timer and/or collision damage could be used to introduce a sense of risk/challenge.