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(1 edit) (+1)

I feel like the people saying they werent able to "catch" the fish did not read the tutorial propperly, I had no issue at all, skill issue ig lmao

I liked the concept, something different from anything I've seen, the fish models look great and it all works as intender

That said, I felt like there's missing something, no music or SFX really take from the experience and it didn't really feel Fast Pased as you said, the whole world just pausing while you turn makes it feel weird, maybe it would have benefitted strongly by having a turn like a driving game just a little more torque

Edit: I went and replayed to see what the issues other people were talking about but, the walls have collision vs the fish and the harpoon moves faster than the fish so Idk what they were on lmao

Oh My God, Thank you so very much for this! I kept replaying the game time and again to see if there was any glitch  stopping players from collecting  fishes. But this reassures me that that main game concept is not the problem.

I do recognize a major reason why others may feel this way: I failed in explaining stuff properly. Someome UX stuff, like fishes lighting up when player is within it's range could massively have helped other understand.

Yes, you're absolutely right about the missing BGM/SFX thing. I will make sure to update the game with proper sfx and a copyright free bgm at-least.

Oh yeah, the world pausing when player turns was supposed to create a bullet-time effect like Max Payne, but the driving and srifting mechanic could be a much better fit, i agree. I'll surely experiment with that

Hey there DarkSamAki! I have just uploaded an updated version of the game with fixes that (hopefully) translate well through itch. Plus, a brand new lock & Key mechanic and 3 new short levels. If you get time, do check it out. I'd truly appreciate it.