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I love the gameplay loop of this game - going through a seemingly ordinary level, then finding new puzzles and secrets each time is a really engrossing experience. The lazy river is a great tie-in to the theme as well. Unfortunately, I only ever found two of the trophies (I saw a little cave by the end of the river, but couldn’t find a way in for the life of me!), but I bet if I played it again I’d discover more.

You mentioned on your itch page that you hoped to add more things to find, so I won’t bring that up as a suggestion. However, another improvement you could make would be improving the movement and feel. At the moment, the motion of the river is a bit janky, and you can move so fast through it that it doesn’t feel all that lazy. It’d be nice to have a smoother ride with more time to look for secrets.

Note: there are a few places you can get stuck, which forces you to reset the game. I would put some sort of failsafe in so player don’t lose their progress from getting snagged on a ring.

(+1)

Thank you for leaving such a kind and well thought out comment! The gameplay loop is loosely inspired by “This is the Only Level” and “Achievement Unlocked”. Fun little flash games. I’d highly recommend them if you’d like to play something that has a similar concept with a more “completed” execution.

Truth be told only two of the trophies are properly implemented, so you didn’t miss much. One of the four can never be gotten due to a scripting bug, and another one of them is only half telegraphed, making it virtually impossible to find (that little cave you mentioned is the half of the “clue” that made it in - there was supposed to be a waterfall in a separate location). Given more time, I think I would’ve added text that would appear while you’re near the trophies similar to the star titles in the 3D Mario games.

While my biggest regret is not being able to add more trophies (I’d originally planned ten), my second biggest regret is the movement. I’ll definitely take your advice when I revisit this project and make the whole thing slower paced, not to mention less janky. There’s at least one spot I found where the current pushes the player completely perpendicularly to the intended direction.

I thought I’d gotten rid of all of the places you can get stuck, but I guess a few slipped through. I found a funny one right after posting where you can become permanently stuck in a wall if you go all the way to the left between loops. Yikes. Either way, I had planned to throw in a reset button so you could reset a run for any reason. The perfectionist in me is driven painfully mad by the absence of the itty bitty changes like that one that could be added in mere minutes. Anyhow, forgive my long-winded rambling. Really appreciate your comment :)

That’s the one I got stuck in, haha. I was hugging the wall looking for palm trees.

I’d love to play a full version if you ever make one!