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Fish Fest Game Jam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #238 | 2.711 | 2.875 |
Creativity | #261 | 3.064 | 3.250 |
Overall | #296 | 2.805 | 2.975 |
Visuals | #303 | 2.711 | 2.875 |
Fun | #322 | 2.475 | 2.625 |
Fishiness(?) | #332 | 3.064 | 3.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Notes (optional)
This was a great game Jam.
Had so much fun
Hopw everyone enjoys the game!
Pre-existing assets (optional*)
Platforms by Pzuh From OpenGameArt.org
Character by Clint Bellanger From OpenGameArt.org
Dock by Zabin, Daneeklu, Jetrel, Hyptosis, Redshrike, Bertrtam From OpenGameArt.org
Fish by Kenney
Music by Seth Makes Music Freesound.org
Devlog (optional)
https://streak.club/s/1764/daily-fishposting
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Comments
Honestly didn't understand the game by looking at the screenshot but it made sense once I launched it. Interesting idea ! I just read on another comment you've made it in C++. Does that mean you haven't used an engine ?
I used what some call a Framework, an SDK, an API. It gives me primitive access to the OpenGL/Vulkan graphics handler. The Framework I use is SDL2.
As an example, the animation for the player in 'Idle' mode is 4 frames. I wrote all the code that takes the X,Y coordinates, the frame, the time between frames, to show the animation. In an engine like Godot for instance you pick the images in your sprite sheet. You tell the animator the time between frames, how you want the frames handled etc. At run time the animation hander takes all of that information you set up in the animator and runs the animation.
I have been 'C' coder for over forty years so doing this kind of work is the best part of these jams. I have found in my forty plus years of programming that although an application may be very robust there are still limitations that you will run across and ultimately impede your creativity. Using 'C', a compiler, and a framework I find that I do not have those limitations.
That being said, I have tried to use all three major engines, Unity, Unreal, and Godot. I found the Godot had the best workflow and intuitive design for making games. Their GDscript is excellent. If I ever decide to switch to an engine it would be Godot. Unity was okay but it is a real memory pig, and not very optimized, but Valheim was written using it so there is that. Unreal has geared everything toward their 'Blueprint' handler and although you can write code in C++, it is at best cumbersome, at worst annoying.
I seemed to have rambled a bit. Good luck in your programming career and I hope you have great success!
Thanks, that was very informative. Tweaked a bit with OpenGL and Vulkan at the start of my career. Some VR visualisation software for automobile manufacturers, so I can relate a bit! This is cool that you're so passionate about it :) !
And although I agree with how "unoptimal" popular game engines are in terms of memory usage, GPU draw calls etc... These are pretty secondary issue with modern hardware and it's saving so much production time that I'm happily looking the other way hehe !
I certainly cannot argue with that.
The only advice I can give is that when you finally make a choice on an engine stick with it. Learn the ins and outs of it. Live with it. Absorb it. Once you do that then the mechanics of the programming and development become secondary and your creativity blossoms.
This Is A Pretty Neat Game, I Actually Saw Your Post On The Jam Page And Wondered How The Game Would Turn Out, Glad You Went Through With It
Thanks, I appreciate it. Looking forward to Ludum Dare next!!!
I became interested in the game when I saw it on the blog on the jam homepage. I love games written in C++. They have something in common that makes them special. I really liked the music in this game, it goes well with its visual part, for all my passage I was able to score 2000 points, after that I already got bored. It's hard to lose in this game, so falling into the water doesn't seem so scary. At the moment when I was playing, I thought it would be more dynamic if I had to catch a pink fish so that the game would only continue when it was caught. I'm not sure if this is a mistake, or if I accidentally clicked at some point, but for some reason, the grid rushed by itself as soon as I stepped onto the last platform. That's all I could notice, good luck with your next jams.❤️
Thanks for playing brother. I'll check the rushing thing at the last platform
Fun and a bit unusual! The gameplay was intuitive after a second, though figuring out the net casting was tricky at first. The art and music assets were used well, and gave it a strong early 2000s vibe that I enjoyed. No glitches, though the platforms pushing you up on collision was a little off-putting.
Thanks brother. That jumping from one platform to the next is a bug, but I left it in and called it 'Elevator Mode'!