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A jam submission

UNAGI | EEL-SCAPEView game page

You can swim but you can't EEL-SCAPE.
Submitted by Alambik โ€” 8 hours, 25 minutes before the deadline
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Play UNAGI

UNAGI | EEL-SCAPE's itch.io page

Are you participating in the Novice, Intermediate, or Advanced category?

Advanced

Please explain why your team qualifies for the category you chose.
I have more than 2 years of experience in game dev, and I have already participated in 7 game jam (4 of 72H).

How does your game relate to the theme?
All the eels of the ocean appear to be attracted by the player, one of which seems particularly charmed by him...
Originally brainstormed as a snake charmer game, the snakes quickly became eels, and the charmer a submarine.

Specify any and all pre-made assets in your submission.
I made everything myself during the jam, except :

-The title screen song which was made almost 5 year ago.
-The monster growl SFX (CC0)
-The monster bite SFX (CC0)
-The electric zap SFX (CC0)

All SFX has been chopped, layered and processed with FL Studio.
The music part is mostly made with the Serum synth VST.
The drums are made of various samples coming from the DAW and from my personal collection.

Feedback?

I would like feedback and will reach out to review it after the jam.

Where can we contact you?
alambik.dev@gmail.com

Anything else you would like us to know?
No eel were hurt during the development of this game.

By submitting, you and your team agree to all rules listed.

I/we agree

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Comments

Submitted(+1)

Pretty fun game! This is the type of game you can play again and again. I got a score of 11,692 after a couple of tries. I also found the aesthetic to be charming. I like the simplistic, cute graphics and bold colors

Developer

11K is a true killer score ! According to the feedbacks, I poorly implemented the theme into the game, I should had tried to emphasize this charming aesthetic into my explanations to get more points...

Submitted(+1)

Probably the game i had the most fun in the gamejam yet, its extremely polished and the game feels a lot more intense when the "worm" gets bigger than like 6k, overall the best one ive seen in the gamejam so far, congrats. :)

Developer

6K ? Well done. Yeah the game looks easy at first but the difficulty is incremental and everything become worse the further you score.

I hope you now understand why I had so high expectation about your project. And If the judges have good taste, you guys will surely be very high on the jam leader-board...

Submitted(+1)

Really interesting idea. It was fun to play.  Feels like one of the best polished games so far. 

Really cool Art, and I love how the Red Unagi is growing over time. Nicely made.

Since I love Highscore games, you got me to play at least 5-6 Times. My Highscore was 2508.


Maybe you want to try to get a highscore on our game too. ^^


Happy New year

Developer

Don't worry, I always check the work of the people commenting on my submissions, we are all learning here and I think feedback is really important for us, and above all when you don't have any playtesters like me. 

I WILL DESTROY YOUR LEADERBOARD ๐Ÿ‘๏ธ ๐Ÿ‘๏ธ

Submitted

Haha! xD Challenge accepted. Sadly we dont have a leaderboard. But our best run was 129.

Submitted (1 edit) (+1)

This game is well made. The gameplay is simple but a lot of fun, and it controls well, too.

One thing I'd suggest is adding some electric particles to the yellow eel, as it wasn't quite obvious to me that it would shock me and slow me down.

Otherwise, this is a solid entry. Nice job.

Developer

You and I had the same idea : using snake as a dynamic part of the level design, allowing player to manipulate this one to complete the game loop. Your game is basically the big brain version of this concept, and mine the action one, so I'm really not surprise if you like it :)
The eels has been going through a LOT of different designs, the most important for me was precisely what you said : the affordance ( the object's sensory characteristics intuitively imply its functionality and use ), and the readability.

That's precisely why I thought :

-Wall eels = psycho-rigid squared shape with 90ยฐ moves and non aggressive color = safe

-Electric eels = chaotic sharp triangle shape with 0 predictability and aggressive color = danger

I though it will be sufficient to teach the player, but that doesn't worked for you. I will also considering what you said and tried to enhance the affordance while trying to not ruin the simplistic art style and readability. Thanks a lot for playing and for your feedback, there is always space for improvement.

Submitted

It is pretty interesting how we both used Snake as inspiration and took it in different directions. I actually thought about making some kind of action arcade game, but my previous prototype and ideas didn't really click, so I went with a puzzle approach, something I enjoy a lot.

As for your logic on designing the eels, I can see where you were going with this.

I think these might be the reasons why it didn't immediately register to me.

1. It's somewhat fast-paced, so I wasn't really given much time to get used to the game.

2. I ran into the blue ones and even the red one (not the head area) and didn't receive damage or die, which led me to thinking, "Hmm. Wonder if hitting the yellow ones would be okay." (I think it might just be me being experimental since I just try a lot of things to see what happens.)

3. Maybe the jaggedness wasn't pronounced enough to warn me. Kind of appeared fuzzy from my perspective.

I don't think adding electric particles will detract from the simplistic approach you want to preserve, but, even if you don't add it, I think players will learn to avoid them after getting hit once.

So, you're welcome and thanks again for playing my game. There is indeed room for growth for both of us.

Developer

In fact the electric eels body shape is pretty aggressive :

 

But, you are right, the thing looks more like fur than electricity during gameplay, due to the chaotic movements of the beast.

I like some of the different Snake approach that was made during this jam, your game and this one in particular : https://itch.io/jam/winter-melonjam-2023/rate/2446663 are by far my 2 favorites. Because I see in them an infinite buried potential that wasn't fully expressed during the jam. This kind of puzzler are super cool, you "just" have to make few elementary game design bricks and then you can build an endless combination of levels with them, by just adding a new brick each X levels to keep the player invested, you guys just need to make more bricks.

And if you have a really big brain you can even mix that with procedural generation, and you have basically nothing else to do apart from designing the bricks, the system auto designing itself by constraint and basic logic rules, your puzzle are just some kind of big mathematical equation.

I can't remember where I saw that (on LD community post maybe), but a nerd had analyze all the Ludum Dare winners games, and most of them appeared to be puzzlers...

Submitted

Aw. Thanks. That means a lot to me.

There were some ideas I wanted to put in, but unfortunately ran out of time because I still am an adult with responsibilities. But, given some time post-jam, I would like to see them put into action.

I'm not sure about Ludum Dare, but I know I've seen quite a few GMTK Game Jam winners that are puzzles or at least require some thought. In a Youtube video by Mark Brown (the host of GMTK Game Jam), he mentioned how "limiting the players options can turn any genre into a puzzle game." Considering Game Jams give themes to encourage creativity through limitations, I can see why many winners would be puzzles.

Developer

Jeez ! I was about to cite Mark's Untitled magnet game in my previous comment as a good puzzle platformer design example and also his "courses" on game design are a must watch to me. Now I fully understand "what" you are, and why your game is that interesting, have so much potential and have so much in common with this guy's design philosophy, also the art intention looks pretty similar, the "magnetic field" too.

I Love that guy and most importantly his content, and he is totally right. Hitman for ex, can both be seen as a TPS stealth action game and a puzzle game. In fact I think if we can even expand the thing further more : each little action your player make, can be a micro puzzle in whatever the genre of your game is, that just don't need as much brain processing power as a real puzzle.

And also I think puzzler are "easy" to make during jams, many of them doesn't even have a controllable character or complex animation. For example : I think you can literally remade all the visual assets of "Baba is You" in less than 1H. That's typically a programmer and game designer wet dream.

Submitted

Haha. Yeah, I love the guy too. I've seen a lot of his videos, which helped make me into the game developer I am today.

And, YOu really can interpret a lot of things as puzzles, even on a smaller scale.

While it is true that you can make puzzles with simpler art and animations, I still end up torturing myself with the details because I was always an artist and I want my work the shine as much as possible, even in a short game jam.

Also, I may be missing something. Can you explain how my art intention is similar?

Developer (1 edit)

I don't know I find some similarities in the way you use color, shapes, pattern, in the minimalism perhaps. Maybe it's that green checkerboard, the "Portal" empty test chamber vibes, or maybe I seeing things X ) , the old magnet game version was maybe more speaking also.

Submitted

Hmm. A few things.

1. Nice photoshop job.

2. I guess I see what you mean. I am aware Mark is making a magnet game, though I didn't even think of referencing this for my design. I chose a more minimal approach due to the time limit (though it didn't really stop me from fussing over some details like animation). The "green checkerboard" is my attempt at minimalist greenery that grows on walls, though I might need to revise it should I choose to develop on the game further.

3. How in the world did you find a level that almost seamlessly merges with mine?

Developer (1 edit)

As creators we are ALL inspired by what is around us, consciously or subconsciously. If I tell you to create an original fantastic creature from scratch that doesn't exist anywhere, I think you simply can't, your brain will pick body parts, colors and basic shapes it has already seen somewhere. Cthulhu is just an octopus and centaurs some man-horse, pegasus = birdhorse etc...   

You were certainly influenced by Mark's videos, above all if you like the guy and his content, like I was influenced by the mario 64 eel , In fact my game will probably never exist if mario 64 wasn't.


I literally hate Photoshop, I think it's way too overkill for making pixel art and indie stuff, my digital art professor in school also traumatized us with what is supposed to be a good workflow on this piece of alien tech. The reality is you don't need Adobe for making gorgeous art : MS paint can be enough. 

I prefer using the built in editor of my engine, for the more sophisticated stuff I use Paint.net and GIMP in the last resort. The side by side montage literally took me, I think, less than 1 or 2 min to make with Paint.net.

Import magnet level > import charms level on a new layer > scale the smallest layer to match the edges of the biggest one > erase the top layer at ~50% to give that smooth transition effect. > FINISH

Submitted(+1)

Really fun, the eel eating is super satisfying got 6432 after a couple of runs

Developer

Fun fact : My game isn't glitch proof too : )  you can also going out of bound cause the map size is actually limited, but you will probably die in game or IRL before ever reaching the edges. Thx 4 feeding my girl.

Submitted(+1)

Awesome game. The art in this is so cute and the gameplay idea is a ton of fun! Really fun to play.

Developer

Thx fellow snek enjoyer.

Submitted(+1)

The eel never learned about "never bite the hand that feeds you", very fun game haha

Developer

Indeed... we couldn't find a more appropriate saying for that kind of behavior. I hope my music haven't tortured your music lover ears that much.

Submitted(+1)

The concept behind this is very good!!! I've never seen a mechanic like that one, is very funny. And the game is made aswell!

Developer(+1)

For the mechanic it's kind of a mix between the legendary 3310 Snake and Pac-man, but you indirectly control the snake and the Pac-maze is generated in real time by... the food itself.

Thank you for playing and posting your score, I really appreciate, and it give me a good indicator on how far players go)

You are now officially sacred Nยฐ1 on the player leader-board (my new personal score is pretty insane, so that doesn't count) :



Submitted(+1)

Nice Game, feels great to move around! Visualy funny :D I loved it! 

Developer(+1)

Thanks for passing by. I learn a great lesson during this Jam : always prioritize fun > gameplay > code > art > music . Spending more than fews hours making AAA art is a total non-sens during a jam if your game is full of bugs, run at 10 fps, has 0 fun and 0 gamefeel.

Submitted

so true!!

Submitted(+1)

My score was 6680!!! I had a lot of fun playing this, very challenging and exciting XD I will probably come back to play again later lol Really great game!!!

Developer(+1)

GG, for a new player it's a really good score, my personal best is around 12 000-14 000, it's really difficult to reach higher scores, the balance still need some little tweaks. Thanks for trying out !

Submitted(+1)

eyy max score: 6376. Nice game, I like the water effect.

Developer

Hey look what we have here, it's been a while since the 1 button jam. I will try your game soon, your 1 Button submission was really interesting to me. GG and thx 4 playing.