Hi! Yup I'm playing on windows
CookingLapin
Creator of
Recent community posts
Interesting game, it's cool to explore alternate ways to approach the keyboard in games. The art, audio and UI also fit together nicely.
I'm confused by the shield upgrade, not sure what it does, and there should be a larger penalty for typing the wrong letter in my opinion.
Nice little game, well done!
Bold choice of sounds, those cats triggered me so hard so I didn't get very far I'm afraid. I'm also not into rage games so I'm 100% not the target audience.
That being said, the level seems fairly varied from the screenshots which is always a nice touch in those games, and the controls were harsh at the beginning but seemed fair.
I'm probably the worst person to rate this game as I usually avoid fishing in game, but it's one of the good ones. The main mechanic is quite fair and not boring, plus the demon fishes sprites are really cute.
Now outside of the fishing, the movement of the character feels off. I'd like to be able to move diagonally, and the character doesn't seem to stop when I stop pressing. Now that's easy fixes though and quite nitpicky.
That would fit well within a larger game, so good job!
You nailed the vibe of walking simulators, I was very into it by the end. I don't have most of the cultural references, but it also works, it adds to the immersion.
The way was hard to find when approaching the Zafar Mahal in my opinion, it's fairly straightforward all the way until that point when you need to basically walk on walls.
Interesting experience that held my curiosity up until the end, good job!
Interesting concept that could be very cool if fleshed out. Those red eyes are a great touch!
I kept on dying to hunger though, it could use a UI bar somewhere more obvious than the number on the side of the screen.
With a bit more guns, different zombies, and a clearer UI it could be a cool base defense game! Promising work!
Thanks for the very extensive feedback!
Agreed on all your points, there's too much downtime in the game at the moment; it definitely needs more stuff to do when going from pod to pod. There's a pacing issue and I struggled to fix it without lowering the performance of the game. I also wanted to add a boss but ran out of time as we probably all did lol
I keep on freezing the game on the third screen when I touch the fish, not sure what's up. I like the concept though, but I'm confused by most of it; I don't speak the language so I guess it doesn't help lol
The game could also use some music and sounds.
Cute little game, I wish I could have seen more of it.
Interesting board game, it's a good idea and quite well made. However I didn't managed to win a single game, not even the tutorial, so maybe I'm terrible at it or the balance could be better. The audio is very good, fits well with the vibe.
Overall a good idea that could use a little more work but very promising!
Cute art, I quite like the vibe. It's a bit on the lower side in terms of difficulty though, I really couldn't lose or die and I had to quit the game after a while. Maybe the introduction of something scaling up the difficulty as time goes would help.
Also, if you select a platform when uploading the game it allows people to install with the itch app easily, its quite handy and might drive more reviews of your game.
Nice little game, keep going!
cost of first upgrade is too much Quite easy to grasp and smart way to approach the theme, smart game!
I would say however that the cost of upgrades could be better balanced, you don't really earn enough during runs but the end of level grant is massive. Also the game could use some music.
Overall a good idea well put together, god job!
Nice little game, solid spin on a classic and fits the theme really well. I wish the platforming was a bit more floaty to feel more like underwater, but it's a minor gripe. The game could also have used some music.
The mechanics were a bit confusing, the money, exp, O2 and all aren't well explained or utiised IMO, it could use a tutorial or some kind of exposition.
Overall good work!
Great mood, perfect for that kind of challenging platformer!
Now IMO the jump could use some coyote time, first person platforming has to be a bit forgiving as you can't see your feet. Also as you mentioned in your comments, the double jump isn't consistent.
You nailed one of the hardest parts of making a game by finding a consistent feel, I'm sure you can fix those gameplay details easily with more playtest.
Side note, try to make a web build for your next jam as people usually don't chance installing stuff on their computer.