Fun to play!
AustinCaskie
Creator of
Recent community posts
Hi glad to have gotten a chance to play it.
You've done a really nice job keeping the game elements visually consistent. I particularly want to compliment the way the spear UI hangs down from the top of the screen from a chain.
If you are going to have text animate itself in, make sure you are leaving room for legibility. Consider parsing the string to print by word as opposed to by character. Reduce the speed or increase the time between messages to allow for reading, and make sure that both speaker's messages appear from a left aligned text block. Find an alternative way to visually suggest the back and forth conversation such as dimming the portrait of anyone not currently speaking, switching alignment of the text like this can sometimes produce legibility issue. If you are using unity take a look at the doTween library for easy UI animation.
Great work!
Hi glad I got a chance to play this game. Here are some art related notes!
- Double check your colliders, the art and colliders for a few of the prefabs you've scattered feel a little off.
- Think about the relative scale of objects in your world. The dock has visible wood grain while the driftwood it sits along side is smaller than the plastic bottles. If its a design decision make sure you are applying similar macro textures and patterns to other objects in the scene. Try to paint your world with a consistent bush and eye.
-The UI is communicating information clearly but the trash amount might not be enough on its own to signal to a player when they are full, consider adding a sound cue or better yet animation to help reinforce this crucial information to the player
-A little animation goes a long way! Consider allowing the trash to move and float around, or a particle effect to add a little pop to the pickup action. Anyway you can reinforce to the player that they just did something in the game will improve game feel, and legibility in the game so consider using any avenue available.
- Reconsider why you are making the player back track to the pier when the boat is full. Could there be some risk reward that makes a trip back where you aren't actively cleaning more worthwhile. (risk : the boat is too heavy and starts to sink/ reward: the upgrades can only be purchased on shore.
Keep up the great work!
I had a lot of fun playing the game! Here are some art related notes.
- The UI and the game art feel like they are from different experiences. The globe and units give off a serious game, almost military simulation vibe while the UI speaks to the bouncier flash games of the early 2000s. These can both work on their own but together its sending mixed signals about the experience I am playing now. There's a lot of design history to game art and UI it might be worthwhile spending sometime looking at ui on https://www.gameuidatabase.com/ when starting a project to put together a mood board. Consider looking at some games that share a more playful art direction while depicting world maps to match the narrative you are building, its important to have design precedents when creating the visual language of a game.
- When the characters speak together in the beginning of the game, I would get rid of the animation on the text and just show the solid text block, that or take the time to parse the string by word as opposed to by character to prevent a word appearing on one line for a half second before popping down to the next line as the rest of the characters of the word appear. It will make it easier to read and overall feel cleaner. Also some sort of portrait appearing for the different speakers would be helpful. This serves a dual purpose of communicating more about the speaker but also prevents confusion about who is speaking at any given time. Its pretty easy to miss the text box naming the speaker changing as the text rolls.
-I want to compliment your audio and music! Nice decisions here.
Overall the game was really fun. Great work!
Nice visuals and maybe I missed it but the screenshots with the fog covering the screen are intriguing. The mechanics side leans a little cookie clicker in its simplicity. Little things like varying the pitch of the sound effects on click, or having some other reaction to clicking would be great. Still its nice to think about the resources from rts games in a new perspective.
Is this biographical?
Really simple mechanically which I think lends itself to quick in and out (smaller health bars) sort of like with those old quickdraw games. If you wanted a longer format game something neat to try might be rolling the dice ahead of time to a pool during a "meal prep phase"and then throwing them at each other in a sort of "war" style game?
Idk I had fun! Great job.
This is great! I would love to contribute https://austincaskie.itch.io/sisyphus to the project, will be buying the bundle as well, really great!







