Alas, I have no idea why it's doing that. If I change the embedded iframe dimensions, the positioning of the UI elements is just completely off. Any idea what's up with it?
cryaning
Creator of
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I somehow beat the game and not sure exactly how I did :P I think it was fun and I don't have much more to add upon what the other comments have already said besides really liking the music and I think the platforming level design was overall well-done with the moving platforms and spikes. I do remember there was a small section in one of the stages where you'd get stuck hanging on the side of a 1-tile width hole where you're supposed to fall down and avoid obstacles.
Thank you for playing my game. I definitely needed more time :( but in my next gamejam I'm sure I can get more done. I think in my next game I make I will prioritize the game tempo expanding, or the difficulty. I've noticed how much of a strong impact that has on a game being interesting from playing some of the game jam entries.
Thank you. Space bar was for parrying when the enemy's sword is above the character. I think if I had implemented a parry animation, as well as turning the Attack button into an Attack/Parry button, it would have been clearer when the parry window was active. The theme was storytelling based but I never got around to justifying it unfortunately.
I completely understand your feedback. I learned a lot while working on this project, and I hope that in my next project I can create a more finished experience. Looking at other games from the gamejam, I noticed a ramping up of difficulty or tempo used to great effect. I think in my next game I'll be able to create something more satisfying to play by making use of that.
I'm glad you like the hand-drawn art style. You're right about the lack of feedback for hitting and I noticed that a lot when testing the game. I changed the HP bar animations to Ease Out instead of Ease In/Ease Out. And I think a quick animation to shake the characters horizontally when they're damaged would help a lot.
The dialogue with Teeko is a bit lengthy. Cutting it in half might make for better pacing. Some character profile images would help a lot to know who is speaking - since the names are very unique and hard to remember otherwise (nothing wrong with that, just hard to keep track of who is who).
The visuals and the music are really quite nice. There are some large frame stutters here and there, which is totally understandable, but I think it is worth mentioning.
The hitbox of the main character's laser beam could be a bit more forgiving - it's quite hard to aim it at times.
The timing on the animation for the penguin is on point.
The sfx jingle when you reel in the fish is very nostalgic, and the ambient soundtrack is very relaxing.
I think a simple 2-frame animation for the iceberg like you have for the penguin would be a nice addition.
I'm curious what you did to get the background animation/texture for the water. It's very interesting, I think it looks nice.
Some skill expression for the fishing mechanic would be nice to help engage the player a bit
Very nostalgic soundtrack that I recall hearing, as a rhythm gamer. I had a lot of issues with pressing the Hold notes, they really need to be more lenient when there's multiple Hold notes in a row, or add another key so that you can alternate between them. I maxed out at 130k score and can't get myself to do any more, think I got a lucky run :P Overall very nice!

