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Xplore's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #30 | 2.938 | 2.938 |
Visuals and Sound | #33 | 3.188 | 3.188 |
Creativity and Theme | #34 | 3.125 | 3.125 |
Overall | #35 | 3.083 | 3.083 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
cool
Good
The scroll on the parallax background was a bit too fast and felt weird. Good submission overall though.
thanks i made the parallax i will improve that next time i make one
Very good job! Especially for a first game jam! Congrats!
thank you
Nice game, good job on your work!
The paralax effect felt a bit strange, I would just update this :-)
Hope you had great fun during th jam.
thanks for the feedback! This was our first game jam and we will try to improve.
Great little game but the paralax effect gives me a headache, try slowing it back a bit.
thanks
Love the game!!! And the shop system is great! Though it did feel a little too grindy and it was very frustrating when you lost everything when dying
thank you!
thanks you so much for playing
I definitely see the potential with this one as an incremental game, but I feel that there are a few problems with the design:
1) There is no incentive to explore the game incrementally. You could go straight to the depths with the most valuable items straight away with no sense of progression. Perhaps upgrades that increase the depth you can descend to would be useful in managing this.
2) Progression is inconsistent. Early game low-value items spawning alongside the highest value items only found in the far depths makes the radar behave inconsistently and gaining money tedious. I would recommend phasing them out entirely as the depth increases.
3) Shark detection is difficult to predict and nearly unreactable. Some sort of warning or visualised detection range would probably serve the game well.
Other than those things, there are a few minor issues I noticed with the execution - the background music has a couple of notes that are much louder than the rest, the tractor beam sometimes doesn't pull items into the submarine even when not moving, and without any fore- or mid-ground assets to use as a frame of reference, the parallax in the background makes it very difficult to tell how fast and how far you're actually moving when there aren't any collectibles onscreen.
This is a very solid concept! With more engaging upgrades and communication of mechanics to the player, I feel like this would make for a comprehensively enjoyable game. Still, great work for a one-week jam!
thanks for your review, we might think about these
thanks for your amazing review. We will definitely strive to improve!
I KEPT GETTIN ATE :(
yeah the sharks might be a liiitttle too powerful