Drydock
A downloadable game for Windows, macOS, and Linux
A short puzzle game about repairing space ships. Made at the Global Game Jam 2020.
Code by Alex Pickering, some assets used under CC from opengameart.org users "Skorpio" and "CDmir", and from game-icons.net users "Delapouite", "sbed", and "Lorc"
Play in your browser at https://drydock.neocities.org
Status | Released |
Platforms | Windows, macOS, Linux |
Author | Apickx |
Made with | Amulet |
Code license | BSD 2-clause 'Simplified' License |
Asset license | Creative Commons Attribution_NonCommercial v4.0 International |
Download
Install instructions
Download, unzip, run executable.
Comments
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played the game, nice idea! a classic puzzle game, the ambience was nice, I tend to enjoy it when a game isn't in your face about sfx.
puzzles were incredibly easy, I don't know what else you've made but I'd suggest adding walls and other things to it like that to it. but it's a game jam game and for that it was quite a nice ... 8 minutes apparently! good choice in assets.
also those ships are not going to last a day are they what with wires hanging out into open space.
but yeah, nice short game!
oh shit this looks really cool! I'll definitely have to check it out.
I was just looking for games made with amulet and it seems like this is one of them.
curious, how was it to use the framework? it looks like it's pretty good but I kinda wanna know from someone who's actually used it for obvious reasons
Man where do I start, it's really nice as a minimal framework and set of platform independent APIs (which I like), but if you try to use it in any way outside of it's intended usecase of small, toy games it starts showing it's limitations really quickly. The big one is require() works really differently than normal Lua require(), you can't load C modules even if you try using package.loadlib(), because Amulet's Lua is a patched version, separate from any other Lua implementation. Moreover, this Lua implementation isn't published anywhere so you can't even compile the C modules against it. This kinda makes sense when you're targeting the web browser, but this is the case even for Windows, Linux and OSX targets. (I still managed to do multiplayer in a game for this past year's jam using Javascript and PeerJS calling into it with Amulet's am.eval_js() , but it was really unpleasant). Amulet is great if you're sure everything you want to do is supported *by amulet* on the platform you're targeting, but if it's not in Amulet it can be between difficult and impossible to extend it's capabilities.
If you don't have a good reason to use Amulet (like you want it to work in a browser) I would go with Love2D, it's got better documentation, more users, and you can extended it when you hit it's limitations.
yeah, from reading the documentation that checks out, it does seem pretty fun, but those limitations... I think that I'll just stick to love honestly. if I want to use any of the features, I might just look into doing them in love. I don't really need browser support anyways.
thanks for the advice and explanation!