The game is very interesting. Simple, yet very catchy. It reminds me of the old games in the most positive way. Keep up the good work. The industry is going in the right direction with guys like you.
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Saving Blue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art Direction | #2 | 4.328 | 4.328 |
Overall | #3 | 3.855 | 3.855 |
Innovation / Experimentation | #3 | 4.016 | 4.016 |
Storytelling | #4 | 3.531 | 3.531 |
Level Design | #4 | 3.813 | 3.813 |
Game Play / Game Feel | #4 | 3.875 | 3.875 |
Audio | #6 | 3.844 | 3.844 |
Presentation (on itch.io) | #10 | 3.578 | 3.578 |
Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Year of education
Credits (names and roles of entire team)
Börjesson Simon - Artist
Courtar Kenia - Artist
Gligorov Daniel - Programmer
Padazakos Elliot - Lead Programmer, Design
Parosu Ioana - Producer
Ritter Florian - Product Owner
Shchadrynski Ratmir - Programmer
Comments
Very interesting! I'll be honest and say that initially I was ready to dismiss this game as something that was not for me. The lack of polish in the first impression lowered my expectations of what was to come, but at the same time I understand that this is something that is hard to get right under the time constraints of these projects. Nevertheless, don't underestimate the importance of striking the right notes as early as possible. Just something to think about!
I failed a few times at first not understanding the concept of the movement, I expected it to be an auto-scrolling only requiring me to steer, and so I didn't understand why I would eventually come to a stop and be caught by the net. Once I understood that I had to paddle my movement I was off to the races, and it did honestly feel intuitive.
Aesthetically the game is cool. Audio and visuals feel like they come from the same place and they really play an important role in ushering the player along. There were points where the music swelled up to very intense levels which felt quite jarring, but overall it felt like it carried the message of the game well. As for the visuals, for me it was quite hard to discern positive pickups from negative, so maybe look into making them easier to separate?
There was something that really made me want to go further and keep exploring, expecting new things to find, so If this game was to be taken further I feel like that's where to put your money - into gradually expanding on the world and introducing new places and interactions that all goes into carrying the story that this game wants to tell.
In essence - in isolation none of the features of this game would do much for me, but they don't have to as they together really are a lot more than the sum of their parts. Taking that into consideration you've done a great job.
Keep it up!
Thank you so much for the incredibly detailed and kind feedback!
We will definitely take it into account and try to improve the digital movement w/o the controller - as well as how we communicate our message and why the food / plastic eatables are hard to differentiate (since real sea animals struggle to distinguish food from trash as well, this ws something we wanted to teach players about intuitively).
With a neat art style and a soundtrack that put us in the right mood as soon as the main menu booted up, Saving Blue managed to offer a pleasant, calm experience. It took a little while to understand how to properly control Blue, but we realise that is likely primarily due to the fact that we played on a PC rather than with the intended arcade controller. The game holds up well even without the arcade controller though, so good job!
Thank you for playing and the kind feedback!
Unfortunately, due to Corona nobody will be able to play the game with the intended controller - however we are working on optimizing the purely digital experience! As you said, food and plastic should be hard to differentiate, since that is the problem real sea animals face in polluted oceans - But we will try to communicate this better in future updates!
You did a great job with the movement, its a little tricky at first - in a good way - and once you get the hang of it, it feels really good. I also suppose the food and plastic SHOULD be hard to distinguish, since thats kind of the stuggle real fish have. Beautiful and simple art style, very good work!
If your shaking your mouse very fast towards a wall you can go out of bounds, Otherwise it has a really simple and nice artstyle. Sometimes it's difficult to differentiate the trash from the food. An intresting game with a good message!
Thank you very much for your feedback and for playing!
Yes indeed, if the player is at maximum speed & really wants to go through a wall - some collision bugs still occur - We are working on fixing that!
The trash and food should be hard to differntiate, since real fish can't see the difference either - what causes them to eat too much plastic and die. We will try to convey this educational goal more clear in future updates!
When played with a mouse, this game gives you carpal tunnel.
Either way, there is nothing i dislike about the game!
The art is simple, but very good looking, the audio fits (We do not have a sound/music minor here, so I understand the struggle) and the gameplay is very consistent!
On top of the consistent gameplay, art and sound you deliver a good message and I do not know if it was intended or not, but sometimes I mixed up trash with food and got my little blue poisoned :(
Great job!
Thank you for the kind, detailed feedback!
We will think of ways we can make the movement less "carpal tunnel syndrom giving", when played without our custom controller.
And yes - the hard to differentiate food and trash is intended! We are sorry to hear that you poisoned Blue - it's really hard for actual sea animals to distinguish food and plastic themselves, sadly.
Thanks for playing Saving Blue!
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