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Rain Wash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #16 | 4.100 | 4.100 |
| Originality | #17 | 3.850 | 3.850 |
| Overall | #26 | 3.450 | 3.450 |
| Audio | #27 | 3.200 | 3.200 |
| Fun Factor | #39 | 2.800 | 2.800 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video Game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
no
Did you choose from one (or more) of the optional secondary themes?
no
Does your game contain any 18+ content?
no
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Comments
Really cool mech design, and the moody atmosphere is really sweet touch. would love to see more in this setting and to learn more about whats happening, has a very mysterious vibe. the ui is really cool and reminds me a ton of the myst games.
hah this was pretty cool. Love the concept. A full game with a FLUDD mech where you're just exploring an alien planet like this actually sounds like a great time.
I never knew I wanted FLUDD as a mech but here I am. I could see this being pretty sick if we could have a mode reminiscent of the Turbo nozzle.
A neat game about a transforming mech that runs on water. I gave it a shot for a bit and ended at 50 purged (couldn't find any more, so maybe that was all)
Pity that I can't seem to get this working in fullscreen. The window is so tiny on my monitor that it's hard to see what's going on.
Really love the mech design in this though, it's very unique and the transformation between its in water and on ground states is very cool.
Very chill game really, looks remind me a lot of N64 games and the soft pitter-patter of rain both underwater and on the ground meant I quite enjoyed just exploring around.
Managed to find 46 orbs to shoot, which is a bit weird because the games page says there's only 35 😅
Oh yes, and I also found... the capsule!
This is cool, at first I was swimming around and was foolish enough to think, wait is this a mech or just a ship, then i held down space and launched out of the water and wow it's a mech alright! Well done, great atmosphere, the shooting felt good, a lot of potential here.
COOL CONCEPT i have a special mention to the tic-tac on the water
Love the look and vibe of this game. The water propelled jetpack reminded me of Super Mario Sunshine.
I love how you've created a mech that defies the standard expectations to make something with a unique and bizarre vibe. It's kind of bird like, it feels potentially ancient? and it is equally as amphibious as it is suited to land. The strange atmosphere of the game reminds me of some obscure freeware stuff I'd download in the late 90s and early 00s. Would be cool to see this with a story and a world to explore.
The mech design just sort of came together in a rush at the very end of the jam. I didn’t have a lot of time to work on this in the 2 weeks so I decided to leave the art for the end since I’m way better at that than programming.
I only had 2 days before the deadline when I started so I was in a rush to get something that could realistically transform between 2 forms. I spent way too much time on the legs and when I saw how little time was left I just rushed the top half and threw in some simple shapes to get it over with lol. It worked out in the end since people seem to like it.
Thanks for playing and I’m glad you enjoyed it!
A 3D platformer with shooting and amazing atmosphere.
First things first: the controls feel amazing. Even though we're just put into the game without any tutorial or introduction, I kinda just knew how to play it.
I got 39 Enemies expecting like 40 to complete the game, but according to the other comments its just "done" without any indicator. But the character feel was so good, I spent an additional 10 Minutes of just walking and searching XD. And that we have both land and underwater sections is amazing.
What impressed me the most was the performance of the game: it runs like butter! Really well done. Even with the rain-effect and everything.
Two points of criticism though: the "enemies" just stand there. It would be cool if they could actually do something to harm the player.
Second: why no web export? This is a Godot game, so it should be easy, right? I think, a lot of people are missing out, since you have to download it. But then, thank you for adding a Linux version!
Thanks for playing and for the detailed feedback!
Most of my dev time was spent on the character controller. This was my first time programming in Godot which was a very awkward experience coming from years of experience with Unity. I lost a lot of time dealing with Godots quirks and even some inexplicable glitches with the engine that were mysteriously resolved after a few rage restarts.
The enemies were a very last minute thing. I think I had less than an hour before the deadline when I started working on them and I just slapped them around the map so the player at least has something to do. There are actually a total of 35 enemies, but the score tracker is innaccurate.
As for the web version, I wanted to get the desktop versions out but I had to download the windows export template before exporting and that took longer than expected. By the time it was finished, there were less than 10 minutes before the deadline so I just uploaded the desktop builds and went to sleep lol.
Overall I’m happy with the result even if it isn’t much of a game. I learned a lot about Godot and I created a pretty solid foundation for a game which I actually plan on continuing development for.
This was incredible!
You created a cool atmosphere both on the ground and underwater. Your sound design increases a lot the atmosphere you bult. Your mechanics are so unique. I love the mech design. This game reminded me a lot to Mario Sunshine, I'm sure these mechanics have a lot of potential that hasn't been explored in general. The map is designed and looks great!
Maybe the game feels a bit slow, the idea of releasing a button to jump doesn't always work and makes the experience slower if you don't get it at the first time. More sounds could be great to improve the communication with the player. For example, the first time I didn't notice that the water tank was the sphere on the bottom left of the screen, so maybe an indicator would be good. Once the game starts, you should give the player some time to process what's happening, maybe a title screen or a short message of what you have to do could be good ideas.
This game idea is great, so I'd like to see if you're gonna do more with it. It may work for a full game in the future!
Glad you liked it!
Mario Sunshine was definitely an inspiration for this, and I wanted to add some more traditional mech mechanics but ran out of time.
My idea was to allow you to upgrade the stats through gameplay to increase things like walk speed, acceleration, jump height, water capacity, etc. Since I ran out of time I just experimented with the values to try and get a heavy mech feel, but I agree that it feels too slow.
The idea of releasing space to jump always seemed cool to me, but it does feel unresponsive if not done properly. I think it’ll feel better if I add an elaborate animation showing the wind up, and maybe some UI elements or camera animation to emphasize whats happening.
I do plan on continuing to work on this so I really appreciate the feedback.
I think your mech is super cute! You did a lot of modeling in a short time. I especially liked the layout of the level.
of course the movement and camera is sometimes a little awkward cutting off the bottom half of my mech. the jumping/hovering feels a little hurky-jerky. It would be great to see your original scope realized.
I shut off the sound part way through because I thought the rain sound effect was repeating. I did like how it changed when you went underwater though.
ooooh this a Mario Sunshine-alike
The aestethics of this are great, the water tank UI is cool and I love the mech, especially the walker form is really cute. The game page says there are 35 enemies but I got 43?
Yeah there are a total of 35 enemies in the game but the way the score is calculated is messed up and sometimes you get 2 points instead of 1 per kill. I slapped together the scoring system like 10 minutes before the deadline to create some semblance of gameplay lol
oh lmao. I narrowly avoided this my scoring system was broken until 15 minutes before I submitted. Even if it's not much of a game, this is still really charming
It definetely has a unique vibe to it, managed to get out of bounds btw, ahah
For what is there this is pretty impressive :o
I dig the mech design and having it transform as a sub for underwater movement is brilliant, especially with the water based jetpack that you recharge everytime you dive, also really like the pre rendered water tank indicator themed Ui in a game is always a plus.
This is a very strong base to build upon, and i really think it’s quyite original to have made a mech game with mario sunshine style mechanics ^^
i’ve had fun exploring around and shooting stuff, hope that you can add to this cause it’s cool :)
Kill the pink balls or just explore and play around with the Mech.
WASD + Mouse to walk and shoot
Hold and release space to jump
Space/Control to ascend/descend under water
Game is unfinished. I traveled over 5000 miles during this jam (brutal layovers) which meant developing in planes, airports, and hotel rooms.
I honestly got a lot closer to finishing the game than I thought, especially since this is my first time developing with Godot solo. I wish I had just one more day to polish and turn this into an actual game.
I learned a lot about Godot though, so I’ll count this as a win.
Oh and I haven’t tested the Windows build so finger crossed that it works