I love how crucial timing is when jumping in this kind of setting, (not only when you press the button, but the amount of time you hold and wait until the contact with the ground is optimal), its brings a role new dimension to timing in a platformer, here is matters so much more, also the normal/angle of the jump is a cool thing. I wonder how many other interesting interactions this kind of mechanic could create. Amazing stuff!
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Hey, Steb, I'm relieved that you accepted my feedback in a good spirit, sometimes I feel bad for pointing out things I didn't like about a game, but I think that's very important and that's the only way to improve. You have such a good concept and fantasy to explore with this game, I am excited to see the next updates.
The game does a great job of creating atmosphere using graphics, this part is ready for me, but the gameplay needs serious work.
The first thing that breaks the mood is the fact that I just don't want to kill the monsters, they are just doing their thing, not attacking me, in the middle of the ocean, and sometimes I feel them almost harmless because if you drive in circles they just don't hit you 99% of the time.
Visually, the fight conveys a lot of tension, but the gameplay and music during the fights don't.
My feeling is that battles go back to driving in circles and spamming harpoons, things like the boat’s position are "in a sense" almost irrelevant because you don’t have time to maneuver the boat to avoid some attacks and the best you can do is just moving the boat in circles and spamming harpoons, this dominant strategy detracts a lot for the fights, I feel that you have to implement some 'telegraphs' in the enemies attacks so the player could use the boat’s position more as a strategy element, would be nice if the player has more things to do, more things to juggle during fights.
Perhaps if you change the boat controls a bit or tweak monster attack speed, boat speed, this could add some more layers of strategy and decision for the player that would enrich the experience.
for example. in the first monster, the player has no idea where it will emerge again, so you don’t even try to maneuver the boat and use it as a strategy, the dominant strategy of going in circles is always the best option and that limits the game.
Input bug maybe: the movement of the mouse seems janky, especially at the port, sometimes the aim freezes for a few milliseconds and teleports to another random point.
I liked the game and I think it has great potential, but the gameplay could be improved. I wish you all the best and I'll keep an eye on the project, is really impressive what you could produce by yourself.
Thanks Kai! Yes, my thought process was more like, getting the classic Snake game, and in the process of trying to find a way to add "strategic death" to it, I stumbled in this mechanic :) I'm glad you liked the game!
Thanks! The problem with WASD is that is terrible for other keyboard layouts, like France, Russia, and some other countries, the arrow keys are more universal. But I could add both of course. will remember to do this in the next jam. Thanks for the feedback! :)
Hey Deblue! I agree with you, I miss have more levels to play myself. I started the jam quite late and have only 20 hours to do it, that's why I couldn't explore more of the mechanic. And yes, the lives should be more visible, especially because of my choice of color for the Itch page, it makes it very hidden. Thanks for the feedback!
Hey, Starfishes! Wow, thanks for the kind words. I am very happy that you enjoyed the game.
I'm glad you noticed the simplicity of the mechanics and the depth of the gameplay, this is always my goal when I design games. I also appreciate the criticism. Thanks a lot!
You probably watched the video [Can We Make This Button Fun To Press?] right? haha. I like the simple idea behind the game, and the button feedback is great. However, it would be interesting if there was some tradeoff when clicking the button for too long because without any tradeoff there is no real decision made by the player. Well done, good submission.
Cool visuals and music. I just feel a disconnection between the story told by word and the story told by mechanics. I mean, the player does not experience the story mechanically, mechanically the game remains the same throughout the whole experience.
The visual language of your game is just perfect, you managed to pass on so much information, feelings, and history through animations, colors and sounds, it's really impresive! I didn't see anything close to this quality in the jam. The ending is sensational and gives a very positive ending to the game. Great stuff.