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(+1)

Reminded me of my favorite phase of Spore in an efficient and charmingly unique package

- Love the visual assets and think they fit great together, except maybe the funny looking fish which looked very different in rendering/texture but he looks funny enough I don't mind at all.
- Love so much that you included difficulty options. After losing very hard in medium switched it to easy and had fun. 
- Really appreciate there was enough time in the jam to make a boss at all and was impressed he showed damage taken visually.

Wishlist/Random improvement ideas as tribute:
- The boss has a weird hitbox that confused me sometimes. Specifically I tried to stay behind him and bite his butt but sometimes just biting his ribcage seemed to damage me
- The boss movement looked erratic and very hard to predict/play around especially with its very long hitbox. It was funny and didn't overstay its welcome though. In a more complete context I think having it swoop left and right would've looked less jarring and felt more avoidably fair but tbh probably more boring and less memorable than the current version.

Good job :)

Thank you so much for the very detailed feedback.

 The boss was added last and we didn't get the time to refine it. Our artist did a great job adding the hurt states so it's nice to see someone appreciated it explicitly :)

Before the boss healthbar appears, touching any part will hurt you. Once the healthbar appears, there are two hitboxes: one going from the head and across the neck which will hurt you, and a body one which hurts the boss.

On the afternoon of the deadline I was frantically trying to add skeletal animation to it so the movement looked smooth, but did not manage to get it working in time, so we stuck with sprite animation and the boss following a fixed path around the level.

And I have yet to play Spore :)