As the other mentioned, there were definitely quite a few sections where I felt like I collided with practically nothing at all, so it was a little rough to navigate through.
I liked the move speed and the bubble trail was a nice touch!
Criteria | Rank | Score* | Raw Score |
How well does the game fit the themes? | #12 | 3.545 | 3.545 |
Audio | #14 | 2.545 | 2.545 |
Overall | #19 | 2.364 | 2.364 |
Gameplay | #20 | 2.273 | 2.273 |
Visuals | #23 | 1.818 | 1.818 |
How much do you enjoy the game overall? | #23 | 1.636 | 1.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours
As the other mentioned, there were definitely quite a few sections where I felt like I collided with practically nothing at all, so it was a little rough to navigate through.
I liked the move speed and the bubble trail was a nice touch!
Had some trouble with the collision detection at parts, really like the concept and enjoyed the background ambience of the submarine
Good game! I liked the environment, and having a limited time to find the path forward.
To be a little more specific on the collision detection, there are some areas where you can hit walls when it didn't look to me like they were touching. Here is a screenshot showing an example of this, this is as far as I can go to the right without hitting the wall:
Other than that, I really liked the visuals, it had a nice murky underwater effect!
I could not really play much as the collision detection was a bit harsh, coupled with blurry images it was hard to judge the edges.
Was the blurry images a stylistic choice, or did you forget to switch the image from bilinear default to point?
Good choice of colour palette and nice framing of the game plot, I can see potential in the game with some improvements.
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