Extremely interesting little prototype which definitely has the potential for a project with larger scope. You've absolutely nailed the movement of the whale in this game. It has the right amount of weight to it where simply moving just feels fun in and of itself. ( Reminds me of " APE OUT " in that regard ) Especially love how weighty the atomic breath feels as well. Feels just as heavy as godzilla's atomic breath.
Also loved the fact that there wasn't a map and that you were effectively following a sonar point so to speak. Definitely something worth designing around if you come back to this game.
That said, I don't think the player's hitbox was as clear as it really should have been. I'm aware that the whale's shape isn't uniform, but I think this could be refined a little more. I also thought that the boss should've dodged away by a longer distance. I kinda ended up stunlocking it a bit without even moving much.
Still, this was a pretty cool experience all things considered. Great job on this
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Thank you for giving the game a shot and for your valuable feedback! It's definitely a tough balancing act making a game where you essentially play as the final boss.
I knew I wanted the player to be the one dealing contact damage, but coupled with the fact that dashing gives you iframes, the game definitely ended up on the easier side. I did give the drone boss itself a lot of iframes just so it wouldn't get obliterated too quickly, which is another design choice I'm not too happy with. At some point I gave up on trying to make the game balanced and just put out whatever I was able to finish.
I do plan on adding another boss after the gamejam who I hope might be a bit more challenging, though I'm not yet sure how this will be done in practice without either nerfing the dash, or introducing a new category of enemies who don't take contact damage.