Congrats to everyone that participated and those that won/made it as finalists! Glad to see some of my favorite games listed here :D
Thanks for the opportunity and organization of this event! Really helped me learn a lot about where my skills stand in the game making world and really enjoyed seeing other people's designs and innovation - every game I played had something that was inspiring/I could learn from.
Looking forward to the next one!
Buzu
Creator of
Recent community posts
Everything presented here is really amazing. From the assets, to the mechanics, concept, sounds, gameplay and effects. Easy to see that a lot of effort was put in to tie it all together.
I like the addition of the small details likes birds, bubbles, fish, etc.. in the surroundings, really completes the game.
The ship flip is so cool, the hook mechanic is really satisfying and the "rare" rum/chests was also a nice touch.
Also really like the fact that a tutorial was added and everything was explained clearly and concisely.
Solid 5/5
Good job to everyone!
This was amazing! The different art styles, the unique blend of mini games/tasks and how the main theme of excitement fits across it all.
Especially like the first stage with the low poly designs.
Super creative, well executed and well thought out.
5/5
Congrats to everyone that contributed to this game!
The art style is great, nailed the futuristic feel. The music and SFX fit the vibe really well (the enemy shooting sfx could be lower in volume - jump scared me lol).
Not sure how to use the power ups and the wall collisions are a bit misaligned with the actual walls but the idea and vision for the game is definitely there.
Great direction and good job to everyone involved!
The layout and 3D assets along with the low lighting scenes really give this game a nice warm and comfortable feel. The texturing really adds to the cozy feel too. I did end up floating in the cosmos a few times but I like the overall feel and masterful use of lighting.
Having a pop up notification to know what can be interacted with would be super helpful, good job to everyone involved nonetheless!
I like the vibe, the progression system and the billboarding on the NPCs (the fact that they turn to look towards you) I think this gives them a sense of life and presence without having to 3D Model animations, really neat work around. I also like the hand drawn feel they have.
The inventory system is smooth and intuitive, I might have enjoyed trying to place fish to maximize bag space the most haha.
The sfx of jumping into the "water" and respawning is too cool to not mention.
I enjoyed the concept, the style and simplicity of it all. I would've liked to have the option to discard unwanted fish as soon as I caught them, other than that - top job.
Art speaks for itself here, amazing work. I like the "learning through dialogue" feel, where it's like I'm learning about how to handle IRL situations alongside Morgan haha. Fishing was a bit tedious at first but got the hang of it later.
Game cover is clean and really captures depth very well. Really nice job!
Level design is amazing. I like how simple yet full each room felt and how the lighting matched the vibe. The music was super fitting as well. The gun spin/reload animation is cool af.
The addition of multiple power ups was well made and I really enjoy that the starting room was a tutorial. Not sure if it's only me - clicking to exit out of the info screens was using up my left click bullets 😬
Really cool idea, with good design, funny dialogue and a clear direction.
Good job to everyone involed!
100% get what you mean. Your last point is an accurate depiction of the dilemma I was facing at the end. I was so used to it that it felt too easy and mind numbing.
I had two play testers, one that managed to go through the game in 4 tries (albeit I did tell him about the secret way to AFK the Mum Calling) and the other one was stuck at the Mum Calling and was hoping they'd explore a bit haha
If you managed to beat her "regularly" then good job!!
Really appreciate your thoughts and will definitely take these points into consideration if I ever find myself working on another game. Feedback like this is very valuable :D
Hi, thanks a lot for taking the time to share and compose such a detailed post. It's much appreciated.
I do agree with you on the enemy assets, unfortunately I started late and knew I had to sacrifice something from the get go. I added text and tried to vary colors as a 'quicker' way to add enemy variety.
With regards to difficulty, I agree and I made the game that way purposefully. Dying is part of the learning process to figure out which ammo works best, which I think is fairly intuitive for most enemies. I did also add an Ammo Hint feature (press space after game starts) that "crits", letting you know that what you're using is actually effective. Most stuff doesn't one shot but 4-5 hits or less usually gets the job done. It was a feature I added on the last day so it's not referenced anywhere in the start menu.
Having more playtests would have definitely ironed out some initial frustration with progressing through the game. I think I also didn't consider that people might not bother to learn and would want to rush through games (me, i am people), which won't really work here hahaha. This is my first game jam and I think tailoring the game to fit the audience and situation might have been worth exploring.
Really enjoy that you like the game name!! Thanks again for the review, soz your Morgan got a gf. Hope you have a good day 😊
