The Island

You are stranded on a forbidden island. You need to be rescued, but your radio transmitter (an old tech) is out of order. You must activate seven antennas scattered along the shoreline. However, the entire island is littered with hidden landmines! Use your detector to find a safe path. Pay close attention to the audio warning signals: they detect nearby mines and provide directional clues to help you locate the danger. Headphones are highly recommended for the best experience! WASD or ZQSD to move.
Certainly, it's a minesweeper game employing an ancient technology for landmine detection. Mines and radio transmitters are randomly placed at the start of every new game, making each playthrough potentially unique. You can play again and again, with countless possible configurations to discover.
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This game has been developed using my own game engine: Sputnik 1.0. Currently, it is functioning well, but there is still a significant amount of components that need enhancement. I would appreciate your feedback regarding the libraries included in the runtime folder. I added them, but I may have overlooked something. Please let me know if it operates on your system. A compatible OpenGL 4.6 graphics card is required.
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Microsoft Defender is currently flagging the game as a potential threat. I believe this is a false positive, but it has not yet been confirmed by Microsoft. I plan to submit the executable for review. In the meantime, I completely understand if you prefer not to download or run my entry. Please don’t feel you need to disable your antivirus to play. I’m sorry for the inconvenience, and thank you for your understanding. Your security comes first.



Comments16
Here is a quick breakdown of my thoughts:
• Gameplay & Design: The core mechanics feel solid and intuitive right from the start. The gameplay loop is engaging, and the controls feel responsive and fair.
• Visuals & Art Style: The visual direction fits the overall mood really well. Everything looks cohesive, and the presentation makes it very clean to follow what's happening on screen.
• Audio: The sound effects and audio design add a lot of punch to the experience and help build the atmosphere.
• Theme Interpretation: You did a fantastic job incorporating the jam's theme into the core loop in a creative and clever way!
Constructive Polish Idea: If you decide to update or expand this after the jam, adding a few extra feedback cues (like juice/particles or subtle screen shake) or expanding on a few mechanics could make it feel even more polished!
Overall, awesome job for a jam project! Left you a high score/rating. Keep up the great work! 🚀
Sorry, I can't tell about the exploding mines, as I managed to never hit those 😝
Great job!
nb: my config is Win 11 pro 64, Intel Core i5 13400F, 32 Go RAM, MSI PRO B760M-P motherboard, NVIDIA GeForce RTX 3060 (MSI) (and btw, Windows Defender didn't saw anything to say about it)
I've realized that I made a mistake by including far too many resource-intensive elements in my game.
For example, there's a dead tree in the middle of the island. But that tree is actually a photogrammetry model that, on its own, contains more geometry than the lighthouse, the terrain, and everything else in the game combined! That was definitely a mistake on my part.
The post-processing stack is also quite heavy, with *a dozen effects* running simultaneously. That's a lot! Among them are anti-aliasing and SSAO, with the latter cranked all the way up. And SSAO can be extremely demanding on performance.
I've also implemented a dynamic shadow system. If you look closely at very thin objects, you'll notice that they cast incredibly precise and beautiful shadows. But once again, this comes at a significant performance cost. At this stage, *I keep it* because of its plus for the game. However, it could be interesting to disable them in the settings panel (next)...
All these things combined make the game far too demanding for mid-range computers. Also, everything runs *at the native resolution*. Something to add in the settings panel too (maybe).
At home, I have an absolute beast of a PC, so I don't experience any of these issues. But I completely understand that, for some of you, the game feels more like a stress test than an actual game!
I'm going to fix these issues and share a new, lighter, more reasonable build with the community.
Thanks again, my friends!
So good news! This thing even runs on Linux when executed with WINE. I pasted the console output here if you're interested. It seemed to work flawlessly. One tiny thing I found is that the green intro text on the main menu was cut off from the left. No idea if that is also there in Windows.
Love the fact that you took Sputnik out for a spin. I was impressed by the graphics it (and you) produced.
First I though the big tower was one of the antennas, until I found out it was the only one on the island. Also, is it possible that there are 8 antenna's? When I replayed again to look inside the tower and to explore a bit, I can swear that I found one I haven't visited in the first run yet. Or is it randomized?
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Here's some PC info:
Operating System: Kubuntu 26.04 LTS
KDE Plasma Version: 6.6.6
Kernel Version: 7.0.0-38-generic (64-bit)
Graphics Platform: Wayland
Processors: 12 × Intel® Core™ i7-8700K CPU @ 3.70GHz
Memory: 32 GiB of RAM (31,2 GiB usable)
Graphics Processor 1: NVIDIA GeForce RTX 2080
Graphics Processor 2: Intel® UHD Graphics 630
Manufacturer: Dell Inc.
Product Name: Precision 3630 Tower
I'm really looking forward to seeing how far you'll take this engine, but in any case, it looks very promising to me