Look for the buried treasures with your shovel.
If you can't find the treasure right away, keep trying! It may be closer than you think.
I interpreted the theme as "you can't see the whole map". I'm not sure how this worked out, but here it is.
Made in the Godot 3.0 engine, source code is included.
Any feedback is appreciated, positive or negative.
I had some trouble finding the first treasure, I don't think the map had enough information for this one.
But after getting to the other treasures the only issue was getting the position right, it was a bit frustrating knowing where to look but not finding anything at all. Maybe it would be better if the areas were just a bit larger.
Apart from that I quite liked the style of the game.
Gonna mostly agree with others in that the map is a little too cryptic. I like the idea of trying to use an incomplete map to infer where something is, but I couldn't really read any amount of this map in particular.
I did enjoy the atmosphere and aesthetic of the game, however. Keep that stuff and change the mechanics, and this could be pretty cool.
Interesting gameplay. I would suggest to make the world out of tiles / hexes so it would be easier to navigate. That of course would also make it easier to just click through but as it is i am never sure about scale / distance presented on the map.
Game aesthetics are pretty nice and there is a nice climat to the game.
Found em all. I think you were a bit too strict on where you needed to click. Also the lack of punishment made it so you could just randomly click around. All the clues kinda made sense but the difficulty curve was all over the place. The first and the last were the hardest ones (and the last one just because you had to very weirdly approximate the right spot). Everything in between was pretty easy. The first one should have been a bit easier to ease the player into the whole idea of the game. It was one of the hardest because it didn't give a good scale on how far the spot was from the object.
The art style was neat. The whole messy/sketchy hand drawn style fit the idea of treasure maps very well. One thing that didn't fit at all was the font. Probably would have looked better if you wrote that by hand as well.
Doesn't Godot support full screen? I think all the games I've ever seen made with it were windowed only…
The linux version doesn't even open on my computer. Rather weird taken that other Godot projects have run just fine so far.
I'm glad I can pay the rent now, but maybe working in an air-conditioned office would be less trouble (and less yucky!)
The graphics are neat and fit the map aesthetic well. Going on a treasure hunt is very thematic also. Too bad the interactivity amounts to a whole lot of guesswork in the beginning.
You see, the very first map fragment is about the hardest to parse. Some of the laters ones are much clearer and, of course, at that point you've already exhausted many prior locations. Reordering the fragments would be a good call. Showing previous digs (piles of dirt) would work too.
I like the idea, it is not very interesting to play unfortunately.
Overall: 5 (Average)
Graphics: * 7 (Good)*
Gameplay: * 3 (Bad)*
Theme: 7 (Good)