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Fish Frenzy: Reversal Of The Seas's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #48 | 3.464 | 4.000 |
Audio | #51 | 3.175 | 3.667 |
Overall | #74 | 2.959 | 3.417 |
Gameplay/Design | #81 | 2.598 | 3.000 |
Fun | #86 | 2.598 | 3.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
The game balance and difficulty of the game
What did you update?
Player's fishes are now easier to control, with better stats and those fishes are randomly generated as a sort of sequence permuted randomly, not pure randomness. Also, the enemy fish (UFO) now has a much lower detection range to be easier to catch.
Name of updated upload (if downloadable)
The updated files have a "V1.1" next to the game's name.
Ex.: "FishFrenzyReversalOfTheSeasWindowsV1.1.zip"
The game embed in the browser is also updated to V1.1
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Comments
I don't know if I do it wrong or some fishes just won't respond to my order. But at least, the blowfishes respond to my order allowing me to win this game.
Fun game, but would be better if you had more control of the fish
I really like the idea that the player tries to catch the main fish using enemy fish that all have different mechanics or behaviors. I think the AI of the main fish creates a good level of difficulty and I like the game's music.
My two main issues are 1. The enemy fish don't have enough unique or interesting mechanics to make gameplay fun. The blowfish mechanic is fun, useful, and flavorful. None of the others really stand out 2. The enemy fish don't feel reactive enough. They react so slowly I don't really feel in control of them. So my main strategy becomes just waiting for a situation where a useful fish comes close enough to be useful. And waiting isn't fun.
It took me a little while to figure out what I was really doing and what my precise goal was. The tutorial helped, but I think a very simple first level (just catching one UFO) that purely teaches a player how to play and what goal to reach might be better. On that same note, figuring out each fish ability was a lot of trial & error. I'm a fan of trickling down new mechanics personally; start a player off with 1-2 types of fish (with more standard abilities), then add new types per level. Keeps it fresh.
However, after getting the hang of it, it was perfectly doable. Not too easy, but not too difficult to the point of frustration. I'd say the balance is alright. Not knowing what fish did what, did make me feel like I was just randomly clicking things at first; I'd still prefer the game to slowly introduce them one by one, it would make me feel more like I knew what I was doing from the get-go.