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Isle of Hrönn's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #4 | 4.364 | 4.364 |
| Audio | #14 | 3.955 | 3.955 |
| Overall | #18 | 3.864 | 3.864 |
| Gameplay | #48 | 3.455 | 3.455 |
| Innovation | #152 | 3.000 | 3.000 |
| Theme interpretation | #174 | 3.091 | 3.091 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/octobass-games/waves
Game description
A 2D side scrolling platformer. Explore the caves and unlock abilities to help Terra deliver her souvenirs!
Theme interpretation
We used the theme to inspire our water based abilites in the game: swim, dive, control water, ranged water attack, waterpipe based teleporting.
The theme also inspired the general lore of our game, as we have set it in a mermaid kingdom.
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Comments
this game is so awesome! The beginning cutscene is wonderful and i love all the mechanics! The map and teleportation mechanics also make for some super satisfying gameplay. I would say the only thing is that the movement felt a little clunky at times, like i couldnt really control where i was going. Maybe some control customization would help, especially for people who dont have controllers available to them like me. Very awesome game tho i really enjoyed it :3
Thanks for playing, and for the kind words! :D
Yeah, I'm refining the character controller for something else we're working on now. I know for me at least the wall climbing + wall jumping needs a bit of polish :) I'll maybe go back and see if I can work out rebindable controls once the jam ends! It's something I've had a go at in the past in another project but didn't really explore it fully XD
Thanks again!
10/10 i got nothing to say.
Thanks for playing, and for the kind words! :D
Incredible! This game was a 10/10. Amazing art, sfx, music and a cool concept.
Thanks for playing, glad you enjoyed it! :D
Remarkable! It's quite a surprise to see game with this level of completeness in the Jam.
Thanks for playing, and for the kind words! :D
It required some pretty long days towards the end, but luckily managed to get it all put together in time XD
Great job, best entry I've played yet. Props to the level designer and whoever did the wall climb booty jiggle
Thanks for the kind words! :D
Haha, it took us a couple of goes to get a decent wall climb, but think we got there in the end XD
Thanks for playing :)
wow, great game
Thanks for playing! Glad you enjoyed it! :)
Its really good!! Just released it on steam already,
Thanks for playing, and for the kind words! :D
Glad you enjoyed it :)
The game looks great overall. I liked the sounds. The pixel art looks good too, but it was a bit difficult to play with the keyboard. Anyway, congratulations on completing it on time.
Thanks for playing! :D
Yeah, I tend to find Metroidvanias/platformers can be trickier with keyboard than controller XD We tried to match/take inspiration from the keyboard controls of other popular Metroidvanias/platformers, but I think they could still do with a little work :)
Thanks, it required some pretty long days towards the end but managed to get it all finished off the back of them! :)
Very impressive for jam game! The pixel art, colors, lightning, animations are all excellent. Also the world is interesting and HUGE! I am not sure how far I made it, maybe 1/3 of the world? There was this vertical shaft with small thingies crawling up and down on both sides - didn't make it beyond that. I am playing with keyboard - I am not a good platform player, this hurdle was too big for me :-D
But I enjoyed every moment up until that point. Really good game!
Thanks for playing, and for the kind words! :D
Yeah, I'd say that's somewhere around 1/3 :) That section with the vertical shaft and sea slugs I actually think could do with a little tightening up XD And yeah, I think platformers tend to feel a lot better on controller. I play quite a lot, but despite that I can end up struggling on keyboard! We tried to match/take inspiration from the keyboard controls of other popular Metroidvanias/platformers to help, but I think they still add to the difficulty :)
Thanks again!
A very cute and charming platformer with a great look.
I will say that the wall hugging / jumping felt very clunky. But everything else controlled smoothely and was great fun. I even enjoyed how non-linear it felt. I was sorta just exploring a big open level and thats a fun feel for a platformer as opposed to a basic level to level set up!
Great work!
Thanks for playing, glad you had fun! :D
Yeah, I actually agree that the wall hugging + jumping needs a bit more work :) My plan is to actually continue implementing the character controller in a separate project, as I think it's something we could end up reusing. Provided I can get everything smoothed out, we'll probably come back and update the controller in this game post-jam.
A great platformer! Quite a massive amount of content given the amount of time.
The movement has a good amount of polish on it - walljumping, climbing up the wall and over ledges, coyote jumping all felt pretty natural. About midway through I had wished there was some tougher platforming, but then I got a bit of what I wanted on the right side of the map. I like a good precision platformer and could have done with a bit more of a challenge, but that’s my personal taste.
There was a little bit of finickyness with tighter spaces (Ex: the little area by the lever) where the character would get stuck in the ceiling, but thankfully it was able to slowly inch away from it and give me control back.
I do wish there was more to do with the attacking elements, they felt more like keys than tools to use for getting around the map.
The theming and visual style was very cohesive throughout the game - I really liked the look of the UI elements.
This was quite a feat, great job!
Thanks for playing! :D
Yeah haha, it was pretty tiring towards the end making sure we had everything in place in time XD I'm actually the same regarding difficulty in that I tend to like platformers on the tougher side. In retrospect we maybe should have added more difficult shells in the earlier parts of the game as well (something for next time!) :)
Oh yeah, that lever bit is really tight! Post-jam I think we're going to shift those blocks in that area up a tile or two so that there's more breathing space for the player. I want to try adding Celeste's nudging mechanic as well so that things like vertical jumps aren't invalidated because of nothing more than a couple of pixels of overlap with a ceiling, which I think will also help in some of the narrow spaces where you have to jump up.
I think we could have done more with attacking as well. We ended up adding it quite late, and then didn't really have time to factor it properly into level design and the likes XD I think next time we'll probably look to get any combat mechanics implemented earlier, which would hopefully make it easier to then design levels around them.
Thanks again for playing! :)
What a cool game
I was surprised when I saw the complete scale of the map, you guys are bonkers-
Music is nice, everything's chill and vibe-y, visuals are great. Though, I'd a bit lessen to quantity of spikes in some rooms (or give player a little more space for jump/moved away a bit). I didn't struggled, but I feel some players had.
Been playing in browser with a controller, all's rock-solid (didn't had to close steam, btw)
Thanks for playing! :D
Yeah, there were some pretty late nights towards the end to try and get it all in place XD I think if we continue to develop this game post-jam we'll probably look at expanding the amount of space the player has in certain areas where it's currently tight :) I kind of want to try implementing the nudge mechanic that games like Celeste use as well to see how that feels.
Thanks, that's good to know! We had one instance when we were testing where Steam was interfering with the controller bindings for whatever reason, so we thought we'd add a note just in case. Good to know that this isn't always an issue though!
Just out of curiosity, what controller are you using to play the game? I have tried both the web and desktop versions and am unable to connection and play with my controller.
Oh, it's a wired Strike NX gamepad, it has an XBOX button layout.
This was super fun to play. It felt very polished and I was impressed by how large the level was and how the progression throughout the game felt very natural. Great job!
Thanks for playing! Really appreciate you playing it, and happy you had fun! :)
I like the Metroidvania approach to this jam! Unfortunately, I was unable to get the controller working with the web build and running the game with the default wine command in the terminal didn't work either (I run Linux not Windows). Great little project and the art is very charming as well as the soft music in the background. Good gradual tutorial as well instead of presenting the player with all that info upfront. One more thing - I LOVE the little controller guide that you have on your itch page. Very creative!
Thanks for playing! :D
That's good to know, I'll have a look to see if there's something we can do to offer proper support for Linux after the jam :)
Glad you enjoyed it!
Hey adamskipadamski:
Just thought that I should let you know that I updated my wine prefix and was able to run it on my desktop. However, still no controller support 😩. I am currently using a mobile gaming Xbox controller branded MOGA.