Really polished! Tuning the frequency is a great idea. The music really fit the game action. Fun and intriguing. Nice work
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WAVE / LENGTH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme interpretation | #5 | 4.317 | 4.317 |
| Overall | #12 | 4.017 | 4.017 |
| Audio | #23 | 3.817 | 3.817 |
| Gameplay | #25 | 3.717 | 3.717 |
| Innovation | #38 | 3.750 | 3.750 |
| Graphics | #44 | 3.850 | 3.850 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/dougwhite/wave-length/
Game description
Wave/Length follows the story of Harry, a lonely tropical island radio operator, who encounters a series of paranormal entities trying to break through into our universe.
Players must help Harry uncover the true power of the wave in order to protect his universe from a catastrophic paradoxical reality collapse.
Theme interpretation
I went all in on the theme. Vaporwave aesthetic, ocean waves, sound waves, radio waves, waves of enemies, wavelengths of light, waves of cause and effect and <spoilers> waving to a friend </spoilers>
Comments
Good theme interpretation and graphics. I like the pixel art drawn style. Dialog and UI and the art all looked great.
Great use of theme, both with waves of enemies and EM waves. The visuals are quite nice, although some additional SFX would have been nice. The main mechanic of damaging enemies with different frequencies was neat, and I like that being off by a little doesn't entirely mitigate the damage, just reduces it. Also, it was quite interesting playing a wave-based game where you roam to the next site to defend; I'm used to it either being the player's life that's being defended or having a fixed position you must defend throughout the game. This added variety in a cool way.
Nice submission.
Music, art and story was top notch! It was a really creative way to let the player synchronize the radio waves with the color as a means to attack different enemies, I really liked it!
Really good game, especially great art direction, story and music. I think I made it to the "final showdown" but couldn't beat the last wave. Would have loved to see the end of the story, but really great game either way!
I finally got the chance to sit down and properly play through your entry, and I absolutely loved the aesthetic and art style you maintained throughout the experience. The production value seemed consistently high, and the gameplay felt very smooth to match. The dodge roll was particularly well implemented and felt satisfying to use, and I thought the color select mechanic was a really fun and unique way to handle the different enemy types.
I did want to mention one minor technical thing I noticed regarding movement. It seems the player walks faster when moving diagonally (Pythagoras strikes again). I think just normalizing the movement vector in your code would smooth that right out and keep the speed consistent.
On a personal note, I am unfortunately lacking in the skill to make it very far and died after the big reveal about six times. I am definitely chalking that up to my own skill issue rather than the game design, as the difficulty felt fair even when I was failing. Overall, this was a super fun, well-executed, and highly polished entry. Great work!
My compliments, a really good game! The story is cute and the gameplay is challenging enough to keep you hooked: great job!
Great entry! You really nailed the outrun aesthetic. The radio waves corresponding to the colors used to kill enemies was a really smart idea!
The theme interpretation is probably the best Iβve seen in the jam. Using the mouse wheel to quickly change the gun tune during combat was tricky at first but satisfying to get down once I knew where the colors where.
The difficulty spiked during the last two waves and took a few tries to beat, but overall the curve was pretty nice. I had to pull out some advanced tactics at the end by memorizing which colors mapped to which number key to quickly switch back and forth. It felt satisfying once I got it down and was able to roll and dodge while firing off two shots at an enemy once I knew it would kill it.
The game is also really well polished. I also appreciate the tutorial, arrow pointing to objectives, camera movement, and checkpoint system. Somethings that I know takes time and effort to implement that not a lot of people notice while playing. I also enjoyed the story.
I spent most of the game just spamming the fire button, which had no downsides with infinite range. Adding an ammo or upgrade system would fix that. I also wish that there was a way to heal between waves, currently I just died at the beginning to spawn at the previous checkpoint if I needed to heal.
The trees got in the way during gameplay and I feel didnβt add anything besides aesthetic. They made the fights much more cramped and I kept getting stuck on them. A bigger arena would have been nice or a way to clear out some of the trees. I also had a couple of times that enemies spawned right on top of me, which was frustrating.
The Seagulls added some intense moments to the game, especially during the final wave. Iβd wish that there was an animation to let you know when they were invulnerable, I just kept spamming the fire button until they died!
Overall a really solid entry and I had a lot of fun playing it, good job!
Fantastic game, with amazing polish - it felt really complete in terms of everything - story, controls, UI.. The music was really good too. Maybe the only feedback I can give is that there was lack of feedback when hitting enemies
The first wave with the birds and jellyfish was really nerve wrecking.. I tried it 3 times and it took everything from me... so I gave up on wave 7 lol. I think the idea of the color wavt is really unique, and execution is really well done - I liked that enemies can still be hit even if it's not exact color match.. at the end of the day but changing the colors was a little awkward and wasn't fun enough to push through the last wave (I assume)
It's a shame I didn't see the ending, but the game was well done - good job!
This game is a very creative and interesting take on the theme. Loved the story, loved that it has this lonely mood that is well communicated not only by the story itself and the island setting, but also the art style and the music.
BTW this mechanic is very unique. Ive never played a game where I had to use the mouse wheel so dynamically. This is super creative and maybe more games should explore it!
sick game! not much to say really, just a very solid experience front to back
Great game! Lots to like about it... I made it to Wave 4 I think? May give it another go soon :)
Love it! Very cool idea, awesome graphics, smooth gameplay, progressive difficulty.
Very well done on this game!
Really really cool! Most impressive part of this to me is how well-scoped the project is- it doesn't feel like you've missed anything, and the whole game feels very complete.
Story is really good, especially for a jam, and the art comes together really well! The radio tuning mechanic is awesome here, very creative and well-executed application for it. It was really satisfying to transition from staring at the frequencies while tuning to make sure I had it right, to scrolling without looking while dodging enemies- the increase in difficulty over the whole game was done super well with that and in general.
If I stretch to find some constructive feedback, there's really not much to say :) Potentially some kind of spawning animation for the enemies, as I do think it'd be iffy to both spawn them offscreen and require the player move around the map as it'd become a lot harder to track them all. Maybe a bit more juice on the jellyfish, like a sizzle effect every once in a while to draw attention- but that's less something I would've hoped for in the jam time than a future thought. I also got stuck in between trees every so often, so potentially a collision reduction or something, maybe passing through them while dodge-rolling (though that would also be tough to balance)? And to really stretch, it was a little difficult to initially work out that the seagulls only take damage after the dash, but that cleared itself up pretty quick.
Again, all those are me really pushing hard to find points to make- the game as a whole was fantastic, and extremely impressive as a jam game- let alone a first one :)))
Great story, great challenge, great art, great everything! This is a complete game, and if I did not see your development journey, I would have difficulty believing this is a jam entry.
Only issue I'd point out is more feedback on getting hit, the seagulls could come from off the screen (two times they spawned right where I rolled), and maybe an effect when on last hp left : ) I'm very glad I could play it, it's my second 30/30 + follow
A very cool and innovative take on the theme. I thought the art was very charming and the story was interesting. I had a bit of trouble with the first seagull, it only moved after I fired a red wave at it, which didn't seem right based on the rest of the game. After that it was smooth sailing though! Very fun :)







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