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(+2)

Nice game! Most everything feels polished—from the character control, to the art, to the overall aesthetic. There's a lot of functionality in this little piece, too, with sidesteps, running, inventory, several enemy types, and a boss with multiple states. It's impressive!

In it's current state, I think it's missing some metroidvania elements, though. It's linear, and as such doesn't have any backtracking or gates the player has to return to later. There are hints that some of that was planned, though, so maybe a future version will deliver on that part.

Also, I would've liked a little more explanation for things like the rocks and the healing...moss (I guess? Sorry, I don't know that much about marine life ; ), and a way to remap the mouse buttons, especially since there's no in-game need for the cursor information—I have a hard time platforming single handed (I'm more a console gamer, so keyboarding is limited to Civ and FPSs for me, haha).

Overall very good entry!

(+1)

Thanks for playing!

Yeah, there's a few issues I saw as I developed the game, but over the course of the month from both developing the game and finding teammates, I found myself with a lot to figure out and how to not fall into scope creep.

There's actually a fair bit of stuff planned that didn't end up happening, like a  longer temple area with more enemies, more secrets, a second boss fight, an actual npc in the town (besides the dogfish), and there most certainly was something else planned to be on the other side of the starting cave. I even planned to have rebindable keys and controller support, but I've not delved into coding that in the engine I use before and by the time I tried in this game the difficulty seemed to outweigh the reward. So I stuck with mouse and keyboard and polishing up other aspects. With the throwing and healing (to answer your query, it's supposed to be algae), I'm usually too busy making the gameplay that I don't really sit down and think on how to due a proper tutorial, and I wanted to avoid having something in your face with a floating text prompt for every possible action, so I stuck with showing e over the stick to interact and having a list of controls in the pause menu, so hopefully I can come up with something better in the future.

I'm actually planning to update the game post-jam to include stuff to be more in the original scope of the game, though it won't be that much longer than what's in the jam.

It's always good to hear helpful criticism, and even better to hear that what you made is pretty good despite the flaws!

(+1)

I totally get not spending the time with the key-remapping screen. It's almost such a necessary feature, but doesn't seem like it's worth it when you're on a tight deadline trying to actually make, you know, a game. I did the same thing in mine, and the second comment was "dash should've be on another button" haha