Ludum Dare #51compo
Freight Frenzy
Click here to play
Load the containers onto the ships as fast as possible. Just keep in mind that ships only stay for 0x10 (16) seconds.
Instructions
Use LMB to unload a group of containers from a truck and to load a group of containers onto a ship.
While holding a group of containers use:
- A/LEFT to rotate left
- D/RIGHT to rotate right
- W/UP to flip
The crates in the top-left corner are your health points.
Each time a ship leaves the harbor you score points based on the number of groups of containers loaded:
- 5 groups - 300 points
- 4 groups - 75/25/10/5 points for 1/2/3/4 groups of empty spaces
- < 4 groups - 0 points and you lose one crate (health point)
Post-jam fixes
- Streamlined graphics design
- Added sound effects
- Improved crate placement
- Added graphical timer on boats
About
Made in Godot.



Comments26
I think the most stunning thing about the design of this game is the balance you chose. Placing 5 tetrominoes on 5x5 ships with 4 available to place at any time is perfect. The amount of time the ships spend at the harbor is perfect. I can tell you gave that some serious thought, given that you chose 0x10 seconds for each ship instead of just saying "a new one arrives every 10 seconds". So now, a new one arrives every 8 seconds, which makes things more frantic, but not too hard once you get the hang of it. A very clever way to bend the theme for the sake of gameplay.
The points system really incentivizes 5-tetrominoe ships. It's nice that the 4-tetrominoe ships give you points, but their true value is keeping the run alive so that you may eventually get another chance at a 5-tetrominoe ship. I can't stress how fun this balance is. I eventually got into a nice rhythm of going for 5 occasionally, and writing off subsequent ships as 4-tetrominoe ships to give myself a mental break. The fact that the 4-tetrominoe ships also varied in points gave the game just one extra layer of optimization that the player could think about.
But the truly inspired piece of the design is that there's 2 ships available instead of 1 or 3. It allows you to think ahead a nice amount, allows you to pick your moments where you're going for 5, it allows you to use one ship as a dumping ground for currently-useless pieces (but you still have to be careful!) It works so, so well. I loved that you could still place pieces on ships that were driving away, it added a nice element of nail-biting luck/skill.
The only complaint that I'll mention here is that the RNG was a bit brutal at times. Many ships were straight-up impossible to place 5 tetrominoes on due to their box rng. The tetrominoe rng was also brutal sometimes, but I think fixing the former would ease the latter enough to be acceptable. When spawning ships, logically place 5 pieces on them ahead of time and fill in the gaps with boxes, just so it's always possible. I don't even think you need to make it the 4/5 pieces that the player has on hand/upcoming; there's enough interoperability with tetrominoe shapes that the player could often make it work with what they have, plus not having a guarantee that they can make it work keeps some luck in the game, which is nice.
The balance really makes or breaks a game like this, and my god, did you make it. This was so much fun. Yell-at-my-screen fun. I give it 5 stars in "fun" and 5 stars in "theme". It'll definitely land among my favorites of the jam. Now, give it some sound/music, adjust the rng, give it a leaderboard, polish it up, and release it.
I think I'd love a boat packing game, but the time constraint is too much for me!
Well done!
Solid entry, I'd love a full version of this game to play on the bus !
Thanks to the new ship generation, I managed a new high score of 7655.