This is my Anything Goes 2015 contest entry.
Save Our Souls
Jeff Ryan is traveling back to America on the SS Cynthia after spending some time in Britain under an Emergency Medical Technician (EMT) internship. The experience didn't go well for him, unfortunately, as he still copes with the guilt of letting someone die on his watch in a car crash rescue gone wrong. Turns out that's the least of his problems; a rogue wave hits the ship, and it's only a matter of time before it sinks! Motivated by the desire to atone for the person he couldn't save, Jeff attempts to rescue everyone he can before the ship sinks!
My inspiration for making this game came from Duel's game, Bon's Dorito Dash. In that game you must escape a sinking ship at one point by collecting passengers, items, and getting off before it sinks. So I guess you can say that I'm taking Duel's idea and fleshing it out into a full complete game.
The gameplay consists of the player navigating the ship, trying to get passengers and lead them to safety. The main challenge comes from the clock; every time you switch between rooms you lose time (which can be checked in your inventory). After a certain amount of time the ship sinks deeper and more hazards like fire and water appear. This continues until the ship goes completely under.
Like all good disaster movies, the wave doesn't hit right away. Instead you can roam the ship and get a feel for the game and talk to people. Most people have something they want taken care of; do it for them and it'll help your rescue efforts later. For example, helping an elderly lady get some food will keep her out of the kitchen (which will be drenched in flames when the wave hits) and instead in her room, safe and sound. You can also obtain some useful items that can help you later.
Besides managing your time, you must manage your resources as well. You can only have one passenger and hold one item at a time. You may have to choose whether you want a life vest for unlimited swimming or a crowbar to access blocked off routes. To complicate matters, passengers often won't follow you right away, instead needing some convincing or help. A little boy won't go with you until he knows his grandma is safe, but if she's in the kitchen it's going to be a while before you can get her out safely. And when you do, do you leave grandma behind or come back for the kid later?
Fortunately once you do get someone on your side they'll do whatever they can to help. Each passenger has a special ability that can help you locate or save other passengers. The boy can crawl in the air ducts to reach inaccessible areas, grandma can motivate others to follow or help, and the sailor has the strength to move obstacles or barge open doors.
This is a project I've had in my mind for about a year, but I didn't have the proper motivation to actually start making it until the contest was announced. It's been almost two months and I'm nearly finished with the "before the wave hits" part of the game. That doesn't sound so great, but I've finished most of the planning for how the game plays, the gameplay structure, the level design and how the ship will gradually sink, characters positions and story. So pretty soon I'll be working on actually sinking the ship and getting more of it squared away, which should be much easier since I have a good idea where I want the game to go.
So leave a comment or question if you have one. I likely won't get around to updating this very often, but I'll gladly reply to anything you send my way.
Save Our Souls
Jeff Ryan is traveling back to America on the SS Cynthia after spending some time in Britain under an Emergency Medical Technician (EMT) internship. The experience didn't go well for him, unfortunately, as he still copes with the guilt of letting someone die on his watch in a car crash rescue gone wrong. Turns out that's the least of his problems; a rogue wave hits the ship, and it's only a matter of time before it sinks! Motivated by the desire to atone for the person he couldn't save, Jeff attempts to rescue everyone he can before the ship sinks!
My inspiration for making this game came from Duel's game, Bon's Dorito Dash. In that game you must escape a sinking ship at one point by collecting passengers, items, and getting off before it sinks. So I guess you can say that I'm taking Duel's idea and fleshing it out into a full complete game.
The gameplay consists of the player navigating the ship, trying to get passengers and lead them to safety. The main challenge comes from the clock; every time you switch between rooms you lose time (which can be checked in your inventory). After a certain amount of time the ship sinks deeper and more hazards like fire and water appear. This continues until the ship goes completely under.
Like all good disaster movies, the wave doesn't hit right away. Instead you can roam the ship and get a feel for the game and talk to people. Most people have something they want taken care of; do it for them and it'll help your rescue efforts later. For example, helping an elderly lady get some food will keep her out of the kitchen (which will be drenched in flames when the wave hits) and instead in her room, safe and sound. You can also obtain some useful items that can help you later.
Besides managing your time, you must manage your resources as well. You can only have one passenger and hold one item at a time. You may have to choose whether you want a life vest for unlimited swimming or a crowbar to access blocked off routes. To complicate matters, passengers often won't follow you right away, instead needing some convincing or help. A little boy won't go with you until he knows his grandma is safe, but if she's in the kitchen it's going to be a while before you can get her out safely. And when you do, do you leave grandma behind or come back for the kid later?
Fortunately once you do get someone on your side they'll do whatever they can to help. Each passenger has a special ability that can help you locate or save other passengers. The boy can crawl in the air ducts to reach inaccessible areas, grandma can motivate others to follow or help, and the sailor has the strength to move obstacles or barge open doors.
This is a project I've had in my mind for about a year, but I didn't have the proper motivation to actually start making it until the contest was announced. It's been almost two months and I'm nearly finished with the "before the wave hits" part of the game. That doesn't sound so great, but I've finished most of the planning for how the game plays, the gameplay structure, the level design and how the ship will gradually sink, characters positions and story. So pretty soon I'll be working on actually sinking the ship and getting more of it squared away, which should be much easier since I have a good idea where I want the game to go.
So leave a comment or question if you have one. I likely won't get around to updating this very often, but I'll gladly reply to anything you send my way.









Personally I can't stand timed challenges because I suck at deadlines, but I would give this a shot.
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