Thank god we can vote freely because I felt my queue was never gonna give me this game, I found this game on the first day and was immediately drawn to it by the cute art, I played it but couldn’t rate it, until now. Overall I really liked this one, I’m sure once it’s completed it will be a great game, because so far I am enjoying what you guys did so far, story is interesting, the mini games and os interface work rather well and Mizuko is super cute! Only point I would say is that the screen effect really made some texts hard to read for me, not sure if it’s only me, but thought of mentioning it, also the known issue about the audio, for me it never worked sadly. Very good job overall tho!
aldoram5
Creator of
Recent community posts
Thanks a lot for playing! Please stay tuned, the full release may take some time, as I’m currently focusing on another game I was already working on before, but definitely Wavy will get to clean fully the infected system which of course means there will be plenty of more levels in the full game, which will be free of course.
Really polished and creative interpretation of the theme, very cool of you guys to add a leaderboard (Got to 31st so yay). Implementing a Markov chain for this was definitely good to prevent people from just learning the text order and get higher scores with that and keeps the challenge fresh, good job!
PS. I didn’t know La ola was known outside of Mexico as a Mexican wave, I guess I thought for every other country was just a regular wave, but it’s kinda cool we get the credit for it.
Loved this entry a lot, from the presentation to the gameplay to the music, everything fits perfectly, I also played it with keyboard here and feels quite solid except the clicking required to restart when dying as mentioned by others. You should consider expanding on this, creating a UI for a level select while showing fastest time completed and how many cones where collected, the cones could be some sort of currency to unlock cosmetic changes such as more sandal styles. I would heavily suggest adding it to mobile stores, while those are heavily saturated the cute presentation and the easy to understand concept could get you some good numbers there so long the game it’s promoted.
I don’t think I can add much more to what others also said, but I do feel the Hero’s AI could also be improved upon, I literally placed the hearts so they could heal but they literally ignored those and went into the fray without a care on their health. The concept definitely has potential and would be nice to see it expanded upon and polished.
Thanks for playing and the feedback! Yeah, there’s that scenario for which I made you start in hiding state by default after dying, to kinda prevent that from happening while keeping it “lore accurate” of why you have invincibility, but based on your feedback I am definitely gonna change it so you have some sort of mini anti virus shield for a couple of seconds, which would feel way more organic gameplay wise. Thanks again!
Thanks a lot for your playing and your feedback! I do plan on completing this game, I wanted to have the mechanics nailed down before committing to making more levels for the Jam, mostly because I did everything solo and only could work for limited time while I had a PTO. Plan is to have a more polished presentation and add unique bosses and stages to finally release the full game in a state I feel satisfied with. I hope you can give it a try once the full game gets released!
Liked the concept, I think this idea could also work as a physical board game probably even have it as a 2 player game. I am a bit torn on the tutorial, I do appreciate it explained things throughly but felt too long compared to when I actually played the game which went way faster, I think some sort of middle ground would be the best here but overall it was pretty nice.
I think the concept and the presentation were really good, however, personally had a lot of issues playing it on a MacBook on Safari, I know Mac isn’t supported directly and that may be a reason why, but still wanted to let you guys know about it. The issue I had was with the right mouse button click not registering, left one worked without issues, maybe add also esc key as an alternative to do what the right click does. Aside from that everything was looking really good.
I think the concept is very good and has a lot of potential, the only suggestion I would make is to make it easier for the player to get used to the gameplay, even after going through the tutorial I felt overwhelmed by how the actual game was feeling, was way faster and the sliders weren’t doing what I expected, mostly because of the added pressure of the speed it was a situation of “press all the buttons and make it work”, instead of being a fully controlled experience, so if on the first levels you only have one of the sliders and then get used to it then add the next one and so on, would be better so the player can grasp the concept in practice and not just in theory. Music and presentation were pretty good, the minimalist style + the music was quite fitting.
I think the concept has a lot of potential, liked the interpretation of the theme as well, I would add some sort of indicator of how much the frog can jump at least for the first levels so the player can get used to it and then on harder difficulties or higher levels remove it to test the player’s skill so they can measure by themselves if they make a jump or not. The sprites, music and sound effects matched really well.
Thanks a lot for your feedback and for playing the game! Yeah I wanted it to play like some old arcade games from my childhood and there you have that kind of option to jump from below the platforms. I’ll take your feedback to expand upon the mini tutorial for the actual final version of the game and try to make it animated during the title screen so players can see it playing automatically (similar to how arcade games did it). I’m happy to hear you liked Wavy, it appreciates being liked, I will try to expand on it’s animations on the final game as currently most of the animations are super basic (3 frames max), since I didn’t want to overcommit for the short time I had to work on the game for the Jam. Thanks again!
Thanks a bunch for playing and your feedback! Yeah my original plan is to make this game longer, you’d have multiple stages and even boss battles every 5 or 10 stages. I hope I get time to improve on the concept after gathering more feedback during the voting period, and ideally release it as a full game once it matches the quality I hope I can achieve. Thanks again!
I went in and finished it, it was pretty intense. I liked the pixel art a lot and overall was quite fun, I do have a couple of comments regarding the gameplay itself. I am probably way to used to regular platformers were you collect things by touching them (colliding with them) but on your game you need to shoot them, I know it is stated on the game description but muscle memory betrayed me and ended up forgetting midway and lost the hearts. Also the shoot to collect mechanic lets you somewhat cheese some things since you don’t need to get there per se, just need to shoot it, unsure if that’s actually intended but thought it was worth mentioning. The other comment I have is about the sliding, on some platforms you slide a bit, considering some of the platforms were quite small the sliding felt more annoying than a challenge at times and the moving platforms always give you like that small smoke effect as if you were constantly sliding. And one suggestion is that at times it wasn’t clear where to jump to next, many platformers show players where to jump with some sort of collectible indicating the way, while I agree that this gives the player incentive to try and explore, sometimes it felt more like an issue than intended design in particular when the moving platforms weren’t visible at all and you just had to guess or do a leap of faith to find it. I know I have said a lot of things but it’s because I liked this one quite a lot and I hope my feedback comes as constructive more than complains, specially because I feel you nailed the feeling of those platformers from the early 2010 like I wanna be the guy and such, and the triple jump worked well with the overall game, I think it has potential to be a longer game and you can expand more on it since it’s a solid working base.
I really enjoyed this one, got hooked by a decent amount of time, took me a bit to really optimize stuff and find my way through almost all of it but it got me. Masterfully used the art style on your favor, and we’re not spoon feed everything so the player can discover and try out stuff. I think this concept has potential, if you play with small sound effects playing from time to time it could add to the tension of it getting you, to add in an extra spice psychological factor.
My longest streak was 17 seconds, I agree with bLUEbYTE, it takes a bit to understand how the movement works but once you get it it’s pretty cool and unique. Unsure if it was a me issue but I couldn’t hear any music nor sound. I think the concept could be expanded to have a mode to try to infect everyone as fast as possible or similar. Also my longest streak was by not moving at all from the beginning so maybe give the player an initial random speed so they’re forced to move.

