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A Crab Tale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1586 | 3.339 | 3.786 |
Presentation | #1594 | 3.213 | 3.643 |
Overall | #1826 | 3.087 | 3.500 |
Fun | #2325 | 2.709 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
the crab can have different shells, which give it different abilities
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
I really like the art! I like the level design a lot too. The platforming was all very fair and fun, and the falling platforms spice up the game so much. It's also really satisfying to break the walls with your shell. I would recommend creating a playable browser version of your game to make it more accessible for game jams. Since your using Unity, all you would need to do is go to file-> Build Settings, and then change the platform to Web GL. Anyways, great game!
Cool style, good shell mechanic.
Controls could use some work, and I took off the shell in mid-air and it didn't fall to the ground. I tried to booty-scoot into it mid-air but that's harder than it sounds. Maybe fix this (sea) bug ;) Could also use some light, tropical music.
Good first puzzle as well. Teaches you how to go without shell and to return another way to retrieve it to move forward! Good marks!
Cool little game, but with some minor improvement could be made. for example, there is no need to make the player go so slow on sand, also instead ofa linear level could be more fun a more open level "metroidvania" style where various shell do different things
Legit this reminds me of Rick spawning into a shrimp body. It's neat. I always loved this geometric art style. It serves this game well. Some issues with the physics and collisions. Jumps feel very floaty. The player moves faster than the mouse position updates which causes him to spaz out, and the hitboxes are not very precise. There was a spot near the end, in particular, where I was off the moving platform yet it was still moving me. All those are minor though. Add in some sound effects and music (I didn't hear any) and I think this could be a really fun. It does need some driving element, a story, or a goal, but yeah, keep it up!
I never needed to use the shell, in truth I still don't know how it helps. As for the wall obstacles, since the floor detection script doesn't check for a reasonable angle, I was able to air strafe over it with relative ease. It's a simple mistake to make, but it's generally a good idea to have a different strafing speed in the air so that you can't just plant yourself into a wall by holding a key down, since in that situation there's no floor for you to push against. Same story for the quicksand stuff, as far as I'm aware there's no speed cap so you can build up infinite speed and fly over it which I did. Other than that really great game, nice modelling work especially, and good artistic direction. Just that the character controller defeats the point of the game :(
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