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Liquid Leap's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #172 | 3.438 | 3.438 |
Theme Relevance | #176 | 4.125 | 4.125 |
Is it Fun to play? | #320 | 2.938 | 2.938 |
Music & Sounds | #397 | 2.563 | 2.563 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username
Keimo
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Comments
Very fun concept with great idea ! Good job
Cool mechanics! Something to improve would be the graphics a bit, like someone pointed already, the pixel consistency always me it look better, never the less good job!
Cool idea with the particle system! I hit the aim bug mentioned in the description and wasn't able to pass the evaporate wall part of the level, but with a couple of fixes I think this is a really solid game. Nice work!
Thank you so much for feedback! Yea Its still an issue. Going to wait until the voting is over so we can patch it after that :)
I really hope you enjoyed the game
Best Regards
Keimo
This is really awesome, the particle system is so cool. Great job!!
Thank you so much! I hope you like the game
Cheers!
Best Regards
Keimo
I like the idea, but it could need some more tweaking. The movement was problematic. You kept sticking to the walls. to remedy this, you should add a physics 2d material to the player and change its friction coefficient to 0.
I didn't even need the heat gun. I was just able to pour water and freeze it with my gun to create platforms. I wasn't really able to properly use the heat gun. It was slow it lasted for a very short time and reloaded for a while as well. After evaporating ice, the water falling down wasn't all that useful since I didn't have my freeze gun in time.
In terms of the graphics, it looked odd. I think I know, why? Just look at the first screen shot.
Different sprites have different sizes. This means that for example, the background or the water have a different size of a single pixel than let's say, the player. In pixel art, if you use assets that have a different pixel density the game starts looking weird.
Typically you would also have a constant pixel per screen size ratio. So maybe your in-game viewport has a resolution of 640x360. Then for every single pixel of your screen you would have 1 pixel of your game. Then if you viewed your game on a full hd monitor (1920x1080) this would mean that for every 3 pixels of your screen you have a single pixel of your game. In your case, the ground tiles keep stretching and they have different widths. Maybe for every 2.5 pixels of your screen you get a single pixel of your game. What's the screen gonna do with half a pixel? Nothing. That's why people typically aim, for the camera to have 320x180 or 640x360 resolution. They both have 16:9 ratio which is the most common ratio out there.
I saw that you used the pixel perfect camera, but there were some scaling problems, so I just had to say it.
Anyways, good job!
Wow! Thank you so much for constructive feedback! I said there also on one feedback we got earlier that the no friction to different layers would fix the problem, deadline was breathing on our back so we wanted to push it like this for now :D Good thing that we are on the same page with you also.
Awesome!
We try to fix those problems to add level or modify first ones that you can use all the features in the game we implemented better and more convienent.
Cheers!
Best Regards
Keimo
Funny game, like it!
Glad to hear!
Cheers!
Particle system is really impressive
Thank you so much!
The concept is fun and I enjoyed the gameplay but a little more polish would go a long way with it
Thanks for sharing your thoughts with us! I agree with you 100% - there's a lot more work to be done on this project :)
We'll only be able to push updates after the voting period ends, unfortunately.
Cheers!
Thank you so much for feedback! So happy to hear that you enjoyed it!
Cheers!
Best Regards
Keimo
Fun game! It uses water in all three states; liquid, solid, and gas!
I enjoyed it once I understood:
The game is actually really cool - shooting water, freezing it, and evaporating it to fly - some really nice ideas!
Aside from the two points above, I would make the hover activate on a second press, rather than holding jump. It would feel a lot more responsive.
Great music, too!
Well done!
Thanks for playing and for your kind feedback, Harvey!
Yeah, the aim point location sucks, sadly :(
We'll try and fix it when the voting is over ^_^
Thank you Harvey for your feedback! Its always important.
The aiming started to be a problem there. Dont know yet what is the problem, but we try to fix it after reviews are done and the jumping also we keep that in mind next time we patch this.
Best Regards
Keimo
Mechanics with the Unity physics are a bit questionable, but overall pretty okay
Yep! Getting stuck in walls, colliders glitching through - all the fun stuff in one engine ^_^
I hope you had fun with our game nonetheless :)
Thank you! Yes it can be littlebit questionable, get stuck walls should be fixed with no friction layers. Just time was not in our side on this one unfortunatly! But I hope you enjoyed the game and had fun on this game jam!
Cheers! :)
Best Regards
Keimo