explore the world and organize maps
You're a cartographer who wasn't labeling maps due to laziness. Now you must figure out which of your maps is accurate for a variety of areas! Your performance will determine your ending.
Carefully survey the environment and compare it against your maps to determine which of your maps is correct.
In case it isn't clear, you can look at your maps and put them back without making a decision by just pressing E again.
This was my first time using Godot. I actually learned Godot during the jam itself, which gave me a hard time.
Tools used:
I loved the ambience, it's impressive what the music, even so simple could do. Also, nice pixel art.
The map sorting map mechanic it's very original. Never had seem this one before but I'm not sure how could it be expanded if made into a bigger game.
Made some sort of puzzling could be added, like you got lost because a event that changed the environment and you need to figure how the map changed.
But orerall, really done game.
@AdroitConceptions My intention was that a decent portion of the game would be "spot the difference" between the maps and a decent portion would be the exploration of the environment. There's only a couple differences between the maps, so I intended for people to go and investigate those differences specifically.
Maybe I'm stupid, but I got the feeling that some of the maps weren't quite accurate… especially on the third level I think I was missing a floating island or two. But again, it might be me. The maps aren't very readable, what with gaps in the outlines of what should be solid geometry, so they're a bit hard to interpret. It's also not clear if vertical lines can represent trees, or only walls.
That said, this is an impressive achievement considering that you were also learning Godot at the same time! The graphics look great, including the subtle particles and the animated fog-of-war, screen transitions, hovering maps and so on, and it all works flawlessly. I'm on the fence about the music but hey, to each their own.
Also, thanks for not trying to shoehorn ships or chaos into it.
@thomastc the maps are accurate in terms of reading it based on the assumption that what's on the map is in the world rather than the other way around. If you're drawing a map, you may not draw everything. Just some major features. You're meant to investigate the individual differences between the map options. So half of the game is spotting the differences between the maps and the other half is comparing those differences against the world.
As an example, on the 3rd level, there were only 2 areas of differences on the maps.
So you just check out those 2 locations and determine which one is accurate.
To be fair though, the maps on level 2 are a bit whacky. They only cover about 2/3 of the area, which can be extremely confusing at first. If you go off of the major landmarks, you can line things up and figure it out.
I think my biggest mistake was assuming that people would approach the problem the same way I did.
The core idea is good, and I love the mood. Especially the music, I see it's not a consensus, but for my part I found it really immersive.
The execution of the gameplay was not that good, I was quickly bored by all the little detail to look at.
I think I would have prefer 3 more detailled map of specific zones when I have to spot which one is really placed into my level.
It was a pretty ambitious, good job on achieving so much in such a short time !
Interestingly, I figure out level three based on the third difference (which even you missed in your explanation above!): the tree in the bottom right.
I think, to keep an idea like this compelling for more than a handful of levels requires more vagueness and interpretation. Easily spotting the major difference between the maps and checking it out gets stale quick. Moving obstacles and changing scenery would render the maps quite varied with arrows and notes scribbled all over. This would most likely require higher resolution assets, though.
Solid idea, simple execution. Good on you learning Godot!
Nice, this has the same old DaFluffyPotato vibe - I couldn't notice the engine change save the executable icon ;)
My first impressions with Maup is that the art is excellent once more, and all the tiny details from jump particles to tweening in the map screen make it feel well polished.
I like the game idea, even if in the end I spent probably more time looking at maps than the actual levels! The gameplay loop of looking at differences between the maps and then jumping around to check what's actually there is actually fun, although underdeveloped in practice. Maybe having more maps to choose from, letting the player discard some as they progress would enhance that, like in a game of "guess who?".
I was a bit confused by the level 2 maps not covering the whole level too.
Anyway while there isn't much depth to the game in the current state, if was fun to play for the time it lasted. It was a nice change too to play something less hectic from you, that gave me the time to appreciate the atmosphere & environments more.
I see maps. I dont see ships. I dont see chaos per se.
Not quite intuitive, but once I read the instructions, I got it.
Audio was a bit grating.
Good job.