Too many maps, too little time
Complete the training to unlock the challenges.
Complete the challenges once(!) and note your highscore. Repeated attempts are not eligibile for submissions. In other words: Your first try at the challenges is your highscore. Take a screenshot of the main menu screen with the total time it took you to complete the challenge-map-set.
In random mode: Hit ESC if you need to return to the main menu for some reason.
Many parameters as well as start and target positions are randomized. The training and challenges use fixed seeds and small to medium map sizes. Randomized maps can be much more difficult.
Ships? Check
Maps? Check
Chaos? Try random maps - check!
The music is very cool!
I like the gameplay, but I found more interesting to recognize on which map I am, than go to the landmark.
By the way, showing the landmark on the main screen make the game a little too easy, I'll let the landmark on map, but not on the main screen.
Sometimes, I spawn right next to it, too! :o
I like the idea here. The maps feel like a real gameplay element instead of something extra just slapped on top of a game. I enjoyed figuring out which map to use.
However, in the end the easiest/fastest way to get to the target marker was to move around a bit until I saw the marker on the main screen, click it and let the pathfinding do the heavy work. This goes especially for the challenge mode where there's no time to lose. I disregarded the three maps altogether and just went a random direction. I guess I lucked out a bit because I was able to find the targets really quickly.
Additionally, some of the maps produced by the randomizer are HUUUGE. 😵 They were so big that I couldn't really make out any land marks. The best bet was to find a corner of the map and hope there's something distinguishable nearby. 😃
All in all, a very solid entry.
I see that you had the same idea as I did. When I was designing around the exact same concept, I decided to make the player get as many guesses right as possible rather than directly punishing the player for making a mistake. As someone who worked with the idea, I really appreciate your implementation of it where you found a way to punish the player for making a mistake in a way that naturally fits into the game mechanics. One result of the different implementations is that your implementation doesn't have as much focus on detail as mine. This resulted in entirely different gameplay to the point where yours is arguably a different genre, which I find rather fascinating.
I accidentally had the audio too low on my first run, but I turned it up later and I ended up enjoying it. Also, I enjoyed the challenge mode you added since it added more pressure.
A few criticisms:
Overall and interesting idea and implementation. Good work!
I played the game on stream, so you can watch my playthrough here.
The last two levels of the challenge with huge maps brought in the 3rd theme of Chaos for me, so I've gotta say this game is my favorite for the 3 themes win!
The concept is nice and most of all it was well implemented, with a good level generation system and just the right amount of challenge. Possibly the worst part of the game is its name, which for me doesn't atch at all the dreamy music and nightmarish maze island layouts!
# | User | Time | |
---|---|---|---|
1 | @Juutis | 0'40"092 | |
2 | @benjamin | 0'56"603 | |
3 | @Tipyx | 1'01"110 | |
4 | @DaFluffyPotato | 1'07"278 | |
5 | @thomastc | 1'14"165 | |
6 | @IronScorpion | 1'17"960 | |
7 | @Wan | 1'24"875 | |
8 | @Talia | 1'27"851 | |
9 | @AaronBacon | 2'08"734 | View all 9 scores |
Interesting gameplay, I found a good strategy was to try find a landmark in the map then spot it on the 3 options to guide myself