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(+1)

In a game chock full of hilarious dialogue, this was the moment that for whatever reason finally made me lose it and start cackling over here.


Besides the best writing in the Jam I've seen yet, I've never come across the games you borrowed these mechanics from so it was totally fresh to me. Very interesting. An electric eel to connect circuits, seems obvious but I've never seen such a thing before. I appreciated the late gameplay twist too after wondering about the score early on. Difficulty felt good in terms of the puzzling, and there was a nice flavoring of skill in there with sneaking up on the fish. 

My main critique, if you're interested, would be that the respawning fish coming in from the screen edge combined with mandatory circuit routes that take you so close to the screen edge combined with the limited health led to some frustration where I knew what I had to do but kept failing the level because of aquatic sneak attacks. Couple ways you could address that, but ultimately this was minor and did not mar my experience which was just stellar. Loads of fun and I'll always remember that time I walked to the right.

(+1)

Thank you so much! I'm really glad the jokes resonated with you.

I'm definitely interested in critique! All of the levels could use a lot of polish and more thought than I made time to give them. Some areas definitely shouldn't spawn fish at all, and it would probably be a good idea to track the ones which are off screen with a little balloon or something, to indicate where to expect them from. Or I could even put the spawners within sight of the camera, with a counter or graphic displaying when they're imminent. Generally though, as you say, it would be best if levels didn't rely on being so close to the edges of the screen in the first place. (The score should also have been used in the early levels to increase Electra's health, giving a greater risk/reward for excessive pellet consumption.)