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(2 edits)

Great design ^_^
Liked using the lighthouse to guide player home.
Liked nice physics when crashing into rocks.
Liked a bit of a challenging area farther into the pond.

Nitpicking (Jam version):


* The fact that the crane is immovable and one does not need to search/recheck for extra control for it could be conveyed elegantly.
For example if it were a horizonal woden rod DUCKtaped to the roof in an obviously inadjustable manner.

* Camera control locking and unlocking (after delay!) with movement makes it a bit annoying to adjust the view.

* Ducks submerge and reemerge from water in too desynchronised manner, making them harder to collect. They are light and cannot desync that much irl -> it feels like a bug. Consider making the phase of the wave deterministically calculatable or probe-able for ducks. If the hardship is intended, consider making an in-narrative reason for this and align the behavior with this reason.

* Seeing the mountains  so soon makes it feel like a lake, not an ocean. Consider limiting view distance more or making it an in-narrative lake. The later might be preferred since we do not have a compass, and good view distance helps navigation.

* Combinable with the previous, some simple landmarks on the shores could be nice, to both improve navigation and to make shores participate in narrative delivery.

* The message in the end is blunt and feels on a x10 less narrative mastery level than the game itself.

Oh wow, thanks for the thorough feedback! A lot of these were things we were aware of but it was really unattainable to polish them up in a 2 week jam - especially as a lot of the team were totally new! We had issues with the wave equations matching up, and ran out of time to add things like the moving fishing arm or more characterful terrain. We're so proud of what we did achieve!