River Rapids

Guide, guide, guide your boat gently down the stream...

An action puzzle game of quick thinking and planning. Place river tiles in the grid to extend the river before the boat reaches them, otherwise it will plummet to its doom. Try to collect all the stars!

This didn't technically need to be 3D, but I wanted to push my boundaries a bit.

Made with Godot 4 RC5, which works surprisingly well! Did not encounter any issues that weren't my own fault.

Voting results

Overall
4th
30%
7.100
Graphics
5th
40%
7.000
Audio
5th
40%
6.200
Gameplay
4th
30%
7.200
Originality
1st
7.900
Theme
1st
8.400

This game entered in the Solo competition (10 entries).

Comments (15)

Gina
 • 1 year ago • 

I really like puzzle games!
The idea is quiet cool!

thomastc
  • 1 year ago • 

@Gina Builds are up, you can play it now!

Juutis
 • 1 year ago • 

This was a nice and simple but surprisingly panic-inducing entry. 😄

My only real gripe is that I would occasionally spend just a bit too much time finding the correct rotation for a tile and the camera would move just enough so that when I clicked the tile would be planted in an adjacent spot. Luckily the undo function was there to save the day. So good job on implementing that!

Also, I encountered a couple of cases in the later levels where the stars were impossible to get because the generated land pieces created a dead end.

Bklyn
(@DevBrook) • 1 year ago • 

Nice simple game and original idea. It was relaxing but at the same time it was stressful to plan out the tiles correctly as i could see the little character bobbing downstream. The game keeps the player busy and engaged.

Papaver
 • 1 year ago • 

Original game that fits well with the theme! I like how the different levels have a different colour scheme and how the water looks.
I enjoyed playing the game, but it was sometimes a bit frustrating that a star would be impossible to get. Once I made it almost to the end of the level, but then the last two stars were both just in front of a river ending, so I could collect only one…
But overall, cool game with original game mechanics!

Cuddl3s
 • 1 year ago • 

Very interesting concept!

As others have mentioned, it is a but frustrating to realise that you can't get a certain star because the generated pieces don't fit. Other than that, I would've wished to do something more with the guy in the boat. As of now, he is kind of there to give you a time limit, but maybe he could also be there to do something else?

All in all, a solid 10 on the theme and a very unique idea - great job! :)

M2tias
 • 1 year ago • 

Wow, this is great! Great is the amount of rage this game induced… But it's just me. I think the implementation is really good. The worst parts for me were the levels where stars were not attainable. In Amazon I saw multiple endings where you could not get all the stars because multiple stars were next to the ending spaces. Biggest missing feature was a restart button. I often had to wait some time when I knew I had to restart anyway.
The game looks really nice. You said that it didn't need to be 3D but I really think the 3D visuals work really well. Makes it unique and doesn't just feel a quirky Pipe Dream.
I got all the stars and it was fun. Maybe my frustrations were amplified greatly because I'm really hungry :D

DiningPhilosopher
 • 1 year ago • 

Great to have fast-forward and undo, and I like how you can dump useless pieces somewhere in the river while trying to keep enough space.

alyphen
 • 1 year ago • 

Nice original puzzle mechanic, I love the way things like the viewport work as a risk/reward mechanic in that you can't place too many pieces or they don't fit with the pieces you can't see.
The random generation sometimes results in the difficulty of levels being a little unpredictable, I'd love to see it be slightly more consistent.
There's some nice quality-of-life features like the queue, the single block undo, and the speedup button, they're really appreciated.
The music gets grating after a few runs, I'd love to see some slightly different tunes on each level.
The difficulty increase being based on speed and extra blocks is alright but I'd love to see the introduction of new mechanics on each level. As it is, the gameplay, although great fun at a base level, can get very samey by the time you get to the last levels.

thomastc
  • 1 year ago • 

@Juutis

My only real gripe is that I would occasionally spend just a bit too much time finding the correct rotation for a tile and the camera would move just enough so that when I clicked the tile would be planted in an adjacent spot. Luckily the undo function was there to save the day. So good job on implementing that!

Yes, that's exactly why I added it :)

@Papaver

it was sometimes a bit frustrating that a star would be impossible to get.

Yeah, I should have tweaked the spawning logic to make this happen less, ideally not at all. There might be some interesting mathematics behind that!

@Cuddl3s

I would've wished to do something more with the guy in the boat. As of now, he is kind of there to give you a time limit, but maybe he could also be there to do something else?

Oohh, that's an interesting idea! Like, maybe you could throw a bomb to destroy a tile that's right next to the tile that the boat is on, or something like that?

@M2tias

Biggest missing feature was a restart button. I often had to wait some time when I knew I had to restart anyway.

Holding Shift makes the wait 5x shorter but I see what you mean.

I got all the stars and it was fun. Maybe my frustrations were amplified greatly because I'm really hungry :D

Congratulations! I never did manage to do that myself :)

@alyphen

I love the way things like the viewport work as a risk/reward mechanic in that you can't place too many pieces or they don't fit with the pieces you can't see.

Yeah, that's interesting, isn't it? I considered adding manual camera controls, but actually it works surprisingly well without.

The music gets grating after a few runs, I'd love to see some slightly different tunes on each level.

Ugh, the music sucks, I know. I don't know where my inspiration went.

The difficulty increase being based on speed and extra blocks is alright but I'd love to see the introduction of new mechanics on each level. As it is, the gameplay, although great fun at a base level, can get very samey by the time you get to the last levels.

Totally!

Baconinvader
 • 1 year ago • 

Very fun puzzle game, good core concept and works well with the theme. Very few complaints, besides perhaps the somewhat bland graphics.

Laguna
 • 1 year ago • 

Very cool puzzle game and a nice interpretation of the theme. I also tried to go for a puzler this time, but your game turned out so much better. Job well done!

Wan
 • 1 year ago • 

A good twist on hexagonal builders like Carcassonne or Dorfromantik! I appreciate the comfort features and liked the overall presentation, the game is well polished.

After a couple wins I checked the Amazon level, and what started as a tricky situation ended with an unexpected win and a chuckle :,-)

The gameplay reminded me of an old LD entry of our own which has the same "random draws determine your next movements" aspect. While our implementation was completely broken gameplay-wise, you managed to blend nicely the need of doing something with the unwanted tiles which is clever. Having the player make them fit on limited space brings interesting decisions and some skill into play.

In the end I still felt the randomness was slightly frustrating, with the pace of the game not really fit for taking the tile previews in account much. I wonder whether there could have been a cool way to make the tile draws deterministic. Or maybe there's simply additional building mechanics to be found with what are currently unwanted tiles, like maybe getting a powerup by creating closed loops :P

laaph
 • 1 year ago • 

I downloaded the macosx version, and though it started up correctly, every time I place my first tile, the game crashes. :(

Also the web build murdered my web browser (chrome) though I haven't tried all the other browsers I've got (firefox, safari). At this point when I see a godot game I don't try that hard to play it in the web because it rarely runs comfortably.

thomastc
  • 1 year ago • 

@laaph Sorry to hear that (and sorry for the slow reply). I don't know what's going on there, and without a Mac it's kind of hard to debug. If you could run the game from the console and post the output here, I might be able to say more.

FWIW, Godot 4 games are known not to run great in the browser on Macs, but Godot 3 games are fine. You can recognize them by the spinner they show while loading (Godot 4 games show a progress bar). For web games I usually recommend using Godot 3 but I failed to follow my own advice :(

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