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Good take on the theme! I specifically like how you have to use both hands in this, feels squidy to me. The core mechanic was easy to understand as well as the ships and upgrades. If I had to suggest one thing, more distinction between each tentacle to better differentiate between them would help.

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Thank you for taking the time to play my game and your feedback! Yeah, you're not the first to suggest differentiating the tentacles more, I'll definitely look into that once the Jam rating period is up. Have a wonderful day and good luck in the Jam!

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Oop mb, didn't mean to double dip on suggestions! Went back and played again, a few other thoughts i had:

  • very minor nitpick, but the text for winning, losing, and the next round are a tad hard to read being white over the white swirls
  • i wish there were more variety of obstacles like the wave of icebergs that happen in the last round (good stuff since it forces the prioritization of getting the powerup or using the diving mechanic)
  • i see (and feel lol) your implementation section, i bet water animation would do wonders in boosting visual appeal
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Thank you so much for the additional feedback!

  • Yeah, I'll add a border to the end level text, I just didn't get to it.
  • I had a thought pretty early in development that I never got to that I'd have a level with a bridge you couldn't cross that would force separation of the tentacles so you'd have to focus on both. Other than that, I'll have to brainstorm some more obstacle ideas!
  • Yeah, I was literally working on some animations and looked at the clock and realized I was going to miss the submission deadline if I didn't stop! I was working on the boats at the time but the water wasn't going to be far behind. That's high up on the priority list!

Thank you again for taking the time to look at my game and offer feedback!

(Also, side note, try typing "spin" on the title card. I don't think anyone is going to find that without me telling them, lol)

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S P I N !

(now i wish i had an easter egg like that lol)