Just saw this now - over 8 million! That is some extremely serious and precise international navigation. Congrats!
Cunning Hound
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I had pretty minimal time available around work and family - maybe 6-8 hours dev time, total. I came up with Serious & Precise International Navigation, and these are the ratings:

Going through the categories:
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Creativity & theme: I didn’t think it was particularly creative at all. I guess the theme is pretty strong, being the only game mechanic and all, but still very surprised to be placed #240 (works out to the top 7% or so) on that.
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seriousness: admittedly I have no idea how people are interpreting this. Personally I think I just gave 5 stars to everything as a well-done for taking it seriously enough to get something submission-ready.
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audio: it’s not that I think the audio’s great (it isn’t), but after seeing so many game jam (including most of mine, historically) submissions down the years with literally no audio I personally have a tendency to be pretty generous and not go below 3 stars for anything where the devs made the effort to actually put in some audio. I know I can’t expect everybody to have that policy, but I was a bit disappointed by the score of 2.85. I’m actually quite happy with the music given that it was <30 mins in GarageBand. There is a little bit of a joke in the music and nobody’s mentioned it in the comments. I can’t tell if that’s because I was too subtle and nobody noticed, or it just didn’t seem interesting enough to mention. I’ll award 100 Hound Points* to whoever identifies it first.
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visuals: 3 stars, I think that’s fair enough. Minimal visuals and they’re nothing special. Default Godot fonts, a background texture I drew in 5 minutes in GIMP. It would have been easy to take some public domain space and earth images and use those but I wanted everything to be my own, so a json defining the country border definitions was the only external thing I used (other than the engine!). I quite like my cartoony filling-in of the Earth, although with more time I’d definitely have liked to fix the seam on the texture. The ship doesn’t really fit, it’s just a pre-existing asset I made for another (so far unreleased) project I’m working on.
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enjoyment: There are a few things I’d like to have added with more time: boost/brake functions (maybe as limited-use powers) to give some chance to adjust your misjudged spins, a target country highlight. If I were starting again I’d probably implement the rolling controls differently, too. The idea was that the ‘speed’ version feels more like you’re actually using the mouse to spin the planet, more of a physical interaction. But in practice it’s very fiddly if you’re aiming for a short roll. Maybe that could also be solved by just adjusting the drag-speed<->spin-speed relationship, but ultimately I think the simpler option (drag an arrow and set spin speed by the length of the arrow) would probably have been more satisfying. With all of those things I think there’s a game in there that could get much better than 2.8 for enjoyment, but I didn’t find the time and the actual submission (while it can be kinda fun) is often a bit frustrating to play.
So in summary: positively surprised by score in one category, moderately disappointed by score in another, entirely uncertain how to interpret a third. The other two.. probably about right.
* Hound Points have no cash value and cannot be redeemed for prizes
Thanks for playing, and for the thorough and constructive feedback. I can’t disagree with any of it - especially the lack of feedback on control and the fiddliness of short jumps. That and having some highlight for the target country were both things I’d like to have worked on more but couldn’t fit into the time I was able to find around family and work.
Congrats on the score! Comfortably top of the leaderboard.
I’ve entered a few jams before, but none since becoming a parent two years ago (turns out your free time goes bye-bye, who knew?). So even though this jam’s dev period was longer than most of the jams I entered before, I knew from the start that I pretty much had like 6 hours or so available (around 2 hours per day on the weekend, bouncing up and down with my daughter in the baby carrier, and whatever little time I could grab here and there in downtime at work or during lunch breaks).
I knew I needed a simple idea to be achievable in the time I had available, and when I saw the theme it came pretty quickly, although honestly I kinda worked backwards from realising I could backronym “SPIN” to describe something serious. I basically started thinking of words starting with ‘N’ and as soon as I had ‘navigation’ the rest fell into place: navigate by spinning the earth. Then I just had to come up with the rest of the title. Serious & Precise International Navigation. Nailed it.
I had more ideas I’d have liked to implement if I had more time to work on it:
- highlight the target country
- boost/brake power-ups so you have a chance to adjust your spins (probably limited use, 3x per run or so)
And I would have liked a bit more time to work on exactly how the planet spins:
- currently the speed is set by the average speed of the mouse drag. I considered making it a “click and drag an arrow to set direction and strength”, which might be more familiar to players (something like what SpIn A Hurry did in this jam!), but decided that felt less like spinning the planet than the method I went for. Not sure I’d make the same choice if I started again. Even if so, it might feel better with some more complex curve defining input -> speed rather than the linear relationship I have now.
- and currently the planet slows down at a constant rate. Again, I wonder if some sort of curve might help it feel more intuitive/predictable/satisfying.
Overall though, given the time I had available and the fact it’s my first completed project in Godot*, I’m pretty happy with what I put together.
Serious & Precise International Navigation
*I say my first completed one because I do have an older Godot project I’ve been working on for a while, at least in theory, but I don’t think I’ve opened it this year.
This is just my personal take but I see it as being intentionally vague so you can interpret it however you want. I’ve secretly just been giving everybody 5 for seriousness regardless of whether it’s a game about volunteer sailers trying to survive world war II or a game about a dog who wants to roll in ALL of the mud.
Thanks for playing and for the constructive feedback! That’s actually pretty similar to one of the ideas I had on my list if I’d had a little more time - I wanted to add ‘boost’/‘brake’ buttons with a limited number of uses per run, to give some opportunity to fix those spins where you get the direction right but not the speed.
So, I didn’t understand you were supposed to keep rolling until the mud is gone until almost the very end of my first playthrough. Until then I thought it was basically just an open-world dog-rolling-in-the-mud simulator and in all honesty I was here for it anyway.
Then once I figured that out I played a second time and got ending D “You are the very embodiment of freedom”.
Love the art style, audio complements it really well. Overall: 5/5, good dog. I mean game.
I’m really impressed with this. Very satisfying watching the planets make their orbits and watching how they affect the planets nearby. I also think you did a great job with how the scoring for different types of planet encourages you to put them in the appropriate places.
Only thing I’d change: I’d have liked a little more, uh, space.
I think it’s a shame this was in my queue at the very start, before you’ve uploaded the finished version. It’s obvious you’ve put a lot of work in, I like the visuals, but.. I can only rate on what I see and I can’t figure out how to play anything. I’ll try to take another look tomorrow, because what I see makes me think you do have something good once you’re done.
No shame in that - I’m an actual software developer for a job and I’ve lost count of how many game jams I’ve entered but failed to submit anything because I just couldn’t get even the most basic version of my “simple” idea ready in time.
You might want to do some basic programming tutorials. Not spend a huge amount of time on them, you can totally dive into the game dev side pretty early on, but just a super basic introduction to get more familiar with the terminology. The problem you had with the “move_and_slide” is something you might have solved yourself if you knew what the error message was telling you, but if you don’t have that familiarity it’s just a string of scary computer words. Unfortunately I don’t have one to recommend specifically.
For what it’s worth, the idea itself sounds perfect for a beginner doing a first jam. Lots of people go way too ambitious, this is something you can definitely pull off if you get that basic foundation.





