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Ahab's Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #14 | 2.875 | 2.875 |
Concept | #15 | 3.313 | 3.313 |
Enjoyment | #21 | 2.875 | 2.875 |
Overall | #22 | 2.906 | 2.906 |
Presentation | #29 | 2.563 | 2.563 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Chris Watson
Software used
Godot, Krita, Pixelorma, Adobe Express, Leonardo.Ai, ChatGPT, Kenny Particle Pack, free-stock-music.com, Humble Bundle sounds
Use of the limitation
As you get closer to winning, Moby Dick becomes ridiculously overpowered
Cookies eaten
No cookies... 50 spicy nuggets from Wendy's though
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Comments
I like the use of the abilities to make the game easier. As I am terrible at bullet hell games, they were a god-send.
I was initially confused that I had to dodge projectiles from the ship, as I was only expecting to have to dodge projectiles from the whale. I ran straight into the ship's projectiles expecting it to help me, only to learn that that was not the case.
A short, whale-dodging, bullet hell game.
Gameplay is simple and almost nostalgic in a way. I know it's the whale that's supposed to be overpowered, but the "Plot Armor" is powerful on its own and thus creation back and forth and tension, fantastic name too.
loved how you used the theme, 'plot armor' as one of the abilities made me laugh lol.
very interesting how you made moby dick the overpowered one and not the captain ahab, the player. i like that interpretation of the limitation and it makes for a fun challenge that one day i will defeat!
the art is kinda all over the place, idk if that adds to the charm or not lol.
overall nice work
I quite like the fact that you used a classic literature wor for your theme. I also quite enjoy the fact that you need to dodge succesfully to be able to perform a powerful attack against the enemy, and I like the abilities presented. I'm a fan of bullet hell shooters so it's a delight to see one ,ade for this game jam!
Tho on the other hand, I didn't quite understand how the fillbar on the side of the screen works and what exactly it shows. I had a bit of a hard time understanding how close I am to being able to perform that final attack.
Thanks! I agree the fill bars don't provide enough feedback and what they do or mean. I will try to think of some ways to make them more meaningful to the player.
Right now they are really just indicators of how close the player or the enemy is to winning, with a side effect of the whale getting more powerful when the player is close to winning... but the whales empty bar doesn't really reflect that right now.
Que the megalovania musiq. visuals and idea where great!
Love the concept here and having plot armour gave me a good chuckle - really fun idea
105s! Wicked cool concept, gave me Touhou flashbacks
Haha nice! I was worried I made it too hard. I was running out of the time at the end of the jam and had to boost the difficulty at the last minute since I had everything toned way down while I was testing/developing.
Is that even possible? This whale is ridiculously overpowered. I like the concept, but after 10 minutes of trying to regain the captain's honor, I only fell further into more dishonor! Perfectly fitting with the theme.
UPD: after many attempts I almost did it ! That was a nice challenge. Would be cool if player could dash by diagonal.
Hehe, glad you avenged the poor captain! I was hoping to make it so using the plot twist skill at the right time would help push people to victory.
Hey, interesting concept! I'm not sure about the controls though, I had a hard time figuring out how to play the game. The visuals look cool! 🐳 Perhaps an easier tutorial stage at the beginning would help :D
Thanks! I agree that a tutorial or gentler introduction to the gameplay would be better.