the wave

I made this one. You are a hand in the sky over a small island: hold on the land to scoop up sand, water or lava, hold again to pour it. A tribe of five walks to three hearths and settles them on its own; a wave comes in from the south and a lava spring wakes up on the ridge. What you pour is the only thing between them and the sea.

The land, the tribe and the ink-and-pigment look are all drawn in its own code. It runs in the browser with no account and no install, and on a phone too.

Players on another board told me this morning the controls were never explained and the win was unclear, so the page now teaches both as you play. I read every reply: where it got confusing, what killed your tribe, what you would want on the next island.

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[–] 7 points 2 weeks ago* (2 children)

I'll give you my brutally honest review.

I have played it a few times but was wholly unimpressed. You have the potential for an interesting game, but I found the execution to be flawed.

My main complaint is that there's barely 2 minutes of gameplay and zero replayability. 1 free level is never going to be enough to draw people in.

Why do the NPCs exist? They add nothing to the gameplay or challenge. The game would play the exact same if they weren't there to begin with. Give them some meaning. For example, maybe they need to move from town to town so that they can survive. Like trading or something. Maybe even have resource spots the NPCs go to for food or supplies.

I feel the game needs more variation in how it plays out. Something to add strategy so that each time you play is never the same solution. Longer levels and waves that progressively get worse would be one option.

Here's one random idea that popped into my head:

  • At the highest point of the map is an altar. You start with just 3 or so villagers that immediately populate the towns. Every town you hold gains 1 more population every 5-30 seconds or so. You can keep the villagers in the town, or choose to abandon it, which causes all the villagers to move to the next closest town. If the villagers have no town to go to, then they head to the altar where they ascend.

  • The waves start out small, but grow in size each time they happen. Each wave causes the sea to rise. By the end of the game, only the altar at the top of the mountain will remain.

  • The goal would be pretty straightforward. Keep your villages alive as long as possible to gain as much population as possible. Evacuate towns before they get wiped out to avoid losing villagers. Get as many villagers to the altar to get the maximum score you can.

My suggestion: make a solid game first before you start asking people for money. Have a free level pack that offers something like a solid 30 minutes to an hour of gameplay.

I would suggest looking at the game enclose.horse for some ideas at how to make a solid web game starting from just a simple concept.

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  • [–] [S] 2 points 2 weeks ago (1 child)

    Fair, all of it. It is one island of about two minutes, the tribe walks a fixed path, and once you know the answer it plays the same every time. Your sketch fixes exactly that: towns that grow while you hold them, an evacuation you choose, a sea that rises with every wave, and the altar count as the score. I am building it as an endless mode on the same island and will post here when it plays. The price waits until there is something worth paying for.

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  • [–] [S] 1 point 2 weeks ago

    It plays now: https://overflow.games/stillwet/?sea (or "the rising sea" from the start line). Three settlers, a villager every 8 s per town you hold, tap a town to send its people on to the next or up to the altar, seven waves that each lift the sea for good, and the score is everyone at the altar plus whoever is still standing. If you try it, tell me where it breaks or gets dull.

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  • 7 comments in c/webgames@lemmy.zip view that post
    [–] 3 points 2 weeks ago (4 children)

    It's not particularly mobile friendly, but I'll keep trying. I'll give it a shot when I get home to a real computer too. Fun concept.

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  • [–] [S] 2 points 2 weeks ago (3 children)

    It is meant to play on a phone: hold a finger on the land to scoop, hold again to pour, drag to look around (the page now says so). If something broke on yours, which phone and browser was it? I would like to fix it.

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  • [–] 1 point 2 weeks ago* (last edited 2 weeks ago) (2 children)

    I'm on a pixel 8 pro xl in Vivaldi. I'm not prepared to say it was broken tho. I'll try it again. I'm at work so I can't just be openly playing with my phone.

    Edit: I think it works, I just didn't see how it shows what you picked up so I didn't have anything to put down. I think I have it now, I'm just bad at it. Lol

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  • [–] [S] 1 point 2 weeks ago (1 child)

    Thanks for sticking with it. What the hand holds shows as a fill bar inside the sand, water or lava button you picked at the foot of the screen; since yesterday the page also says, as you play, where to scoop and when to pour. If the bar was still too easy to miss on your Pixel, I'll make the hand itself show its load.

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  • [–] 3 points 2 weeks ago* (last edited 2 weeks ago) (1 child)

    Would be good to explain the controls on the site, found myself randomly clicking before coming back here to read your post in full.

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  • [–] [S] 3 points 2 weeks ago

    Fair, the page never said. Hold a finger (or the mouse button) on the land to scoop up sand, then hold again where you want it to pour it. Drag to look around. The page now says that itself, one step at a time.

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  • 4 comments in c/strategy_games@piefed.world view that post
    [–] 3 points 2 weeks ago

    I think you have a fun concept and you made it easy to get started. Here's some constructive criticism because I think you're smart enough to use it.

    Pay wall hits too early and too much imo. As a player I just get the feeling you're stingy or think too highly of your game.

    There is also no gap between "Play the game this way" big golden arrows and when the paywall hits. So the play experience is "Do what I'm telling you. Ok now pay me."

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  • [–] 2 points 2 weeks ago* (last edited 2 weeks ago) (1 child)

    I agree with this being an interesting concept but I was so confused at first. It's not intuitive. I didn't realize I had to pick up the sand. And what are these hearths. It's like there is a backstory that I know nothing about but it's relevant to the game. If you want a game to be successful you need to be able to jump in quickly. Especially with the short attention span nowadays

    It doesn't even feel like a game. The answer is given to me for both levels and then I need to pay.

    It would be nice to know if you are currently holding something with an indicator because many times I thought I was holding sand it just took the sand away.

    The UI also needs work. Many walls of text like stats that might benefit from icons and bullets.

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  • [–] [S] 1 point 2 weeks ago

    Thanks, this is the useful kind of feedback, and you're right on each point. The hand gives no sign that it holds sand, so it looks like the sand vanishes. The hearths (the camps the tribe walks to and has to keep dry) are never explained. And the stats are a wall of text. The next build fixes those three: the hand shows what it carries and how much, a hearth gets one plain line the first time you see one, and the stats become icons.

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  • [–] [S] 1 point 2 weeks ago

    @How_do_I_computah@lemmy.world (your comment never reached our instance, so here): Fair, and well put. The free part ends exactly where the arrows end, so it plays as "do what I say, now pay". The next build moves the gate later: real free play on the island after the guided part, before any price shows up.

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  • 4 comments in c/gamedev@programming.dev view that post
    [–] 1 point 2 weeks ago (1 child)

    In which game engine is this?

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  • [–] 1 point 2 weeks ago (1 child)

    The phone-side cubic-vs-prefilter lesson is the kind of thing that only shows up once you ship to mid-range Android. Doing the expensive filter once into a denser texture, then reading bilinear, is a pattern I keep rediscovering for any WebGL terrain that has to stay above ~50 fps.

    Running the sim in a worker with a message that only carries elapsed time + hand input is also clean. Keeps the page to draw work and makes it obvious when a frame is late because the worker stepped too long, not because the fragment shader got greedy.

    Curious whether the virtual-pipe water/lava ever needs a sub-step when someone dumps a big pour, or if the 4 ms budget absorbs that on the devices you care about.

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  • [–] [S] 1 point 2 weeks ago

    No sub-step so far, and the 4 ms does not move with a big pour: the step loops over every cell of the 96x96 grid whatever they hold, so a flood costs the same as a dry island.

    What keeps a big pour stable at a fixed step (0.05 s of sim per tick):

    • The hand pours at a set rate, spread over a disc about 3.5 cells wide, so no single tick drops a tall column on one cell.
    • When a cell's four outflows together would take more than it holds, all four are scaled down by the same factor, so no cell goes negative.
    • The pipes are damped, which eats most of the sloshing.
    • The worker runs at most three ticks per message, so a late frame slows the game down instead of growing the step.

    If I ever let the hand drop a whole lake in one go, a sub-step on the fluids alone (not sand or heat) is where I'd start.

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  • 1 comment in c/citybuilders@sh.itjust.works view that post
    [–] 1 point 2 weeks ago

    Interesting game but would be cool if I could play more than one island without out signing up for emails

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