Thank you so much for your feedback and for playing our game! In the current game mode, the monster accelerates over time to make the game more challenging. It is not fully balanced yet. There is a point if you survive long enough where indeed, some of the smaller fish won't be enough to slow down the monster and only the large and/or golden fish will.
Curious Specimen
Creator of
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I like the concept of having to use both hands to control two things on the screen! I can see a lot of thought went into this, with a variety of pickups and ship types, etc.
However, some things stop me being able to enjoy the game to its full potential. I got lost on what was happening sometimes. My right tentacle ended up looking like a black spot and I didn't know why or how to restore it. Also, I cannot tell what the orange and green bars are for, unless I read the game's page.
Once my left tentacle ends up on the right side of the screen and vice-versa, they become hard to control. Could you maybe add an L and R on them, or find a different solution?
If you add more visual and audio feedback to help differentiate what is a good thing (pick-ups) and what is a bad thing it will help. Also, instead of colour-coding them, I would change the design to explain organically what they do. For example, the antifreeze barrel could have a label with a snowflake in a shield, the speed boost one could have a double forward arrow, etc...
Another thing: can you actually destroy and wreck the ships? I am a kraken, terror of the sea, I want to be able to wreck havoc! A good amount of destruction on screen with matching sound effects would make the game even more enjoyable in my opinion.
Overall, a very good foundation for a cool game. Serious work here.
There is an interesting mechanic here of having to spin the wheel to progress through the game. Cool idea, and something to develop and expand on if you keep working on the game.
If you add a health bar and the enemies can harm you when they get closer, the game will feel more engaging and challenging.
It's a great concept and the artwork is gorgeous. I wish there was more of a challenge or a progression system (like scoring combos of several fish in a row, or different tiers of fish), but getting better at controlling the seagull is already very rewarding, and as a small-scale project for a jam, this is very polished and complete.
Awesome.
I love the premise and the badass change of mood in the introduction. I think it's pretty cool to be a spinning pigeon fighting geese if you ask me.
One thing annoyed me. I was at the casino using the one-armed bandit and it only gave me the choice between Bet All and Bet 1, I could not get out of the machine without betting anything (unless I missed the control).
Another thing was the size of the viewport. When I launched the game it was full screen, but after the initial launch screen the introduction and all the rest was squeezed in just one quarter of the screen in the top-left corner.
Apart from that, the game is pretty serious.
I didn't rate it even though I love the concept because it does not seem to work for me!
First try, four-letter word, "pity" was not accepted.

Second try, five-letter word, "tipsy" was not accepted:

Can you please explain what's wrong here?
Also, it would be better if instead of being shown only at the beginning of a game, the category was also shown during the game, so I can remember if I have to write a four-letter or five-letter word!
If you explain, I'd be happy to rate it! Thanks!
I liked the art (very pretty) and the hilarious text at the beginning! But that music man, it made me tense!
I think the gameplay could be enjoyable if the red bug did something to stop you dance or if he was competing with you. I didn't really see him do anything so I don't know if it's a bug? (no pun intended).
It's actually quite good for a first game ever made! Keep it up!
It's an interesting concept and the game looks good, with polished animations and effects.
When it comes to the reloading mechanic, I would maybe but the barrel in the corner of the screen when reloading so the view of the enemies is not obscured.
Also, at the moment, reloading the barrel manually feels a bit like a chore. because I don't get any reward for doing so. Maybe certain combinations could unlock something (for example, only loading every other chamber would temporarily give you poison bullets, or loading all the chambers in one go without missing one would give you better bullets that kill enemies in 2 hits instead of 3).
Over all, a cool game.
Very nice visuals and satisfying physics. In the first level I got stuck at the whirlpool just before the gator and it's only out of pure luck that I was able to escape and make it to the exit. Because of this, I believe rebalancing some parameters could help give the player better control.
I would also recommend that instead of pressing some buttons for levels 1, 2, and 3, we are just taken to the next level after completing the previous one.
Jumping on the hippos was very satisfying! I hope you make more levels. Overall, nice game.
The spinning tower system to progress through the game is a promising mechanic and a creative exploration of the theme, but the lack of a tutorial makes it hard to get into the game. After reading the description on the page I was able to give it another go and had some fun.
I think that if there were fewer cards to choose from, but more variety in the aspect of the dungeon with torches, hanging chains, etc... and some background music, it could be really good.
It looks like you wanted to make it a roguelite with a complex tactical combat system but personally I don't feel like it really adds much to the game at this stage. Just a few spells, more lively sprites and a better sense of where we are in the dungeon would make a better difference to me.
The visuals and audio put me off at first but I am glad I kept playing, because I saw all the cool abilities and the variety of enemies, all cooking-themed. I enjoyed it quite a bit! The game is responsive and I like the charging effect when you are about to throw some dough.
If you polish the sprites and animate them properly, and if you introduce the game with some sort of story, that would be a really cool game!
Another issue is I don't see how it connects to the theme of the jam? Is it because pizza chefs spin the dough over their heads?
Yes this is very tricky to deal with during development. I'd say, get a lot of people to playtest it (which you probably have), so you have a good range of people to adjust the difficulty accordingly. Also, I realised that in a lot of situations, I did not mind the difficulty if there is something that shows me I am close to reaching the goal and the game gives me feedback. In your case, you can see cracks forming in the rock, which shows me how damaged it gets. If I did not have that, or if the visuals and audio were not here to keep me engaged, I may not have been so patient. So again, well done!
The game has got really cool visuals and atmosphere. It reminds me of older titles like Diablo and Dungeon Siege.
As far as the gameplay is concerned, there is not a lot to do since the skeletons are killed easily and they don't drop anything. Spawning dozens of them further down in the dungeon does not make the game more challenging. The boss was a welcome addition, but as soon I got him locked in a stun loop, I also got the upper hand quite easily.
If you keep improving the game, there is potential to make a nice action-rpg with retro vibes. The spinning mechanic could have a cooldown effect to make it a special ability alongside a more common type of attack.
I had fun for a bit and I think there is great potential here. I think a lot of programming pain went into that!
Now, I don't understand the difference between the blue and red skyhooks. Sometimes I clicked a red skyhook and then the game wouldn't let me place any rockets any more, and the red cursor on the planet surface wouldn't show. I had to restart the game.
Speaking of the red cursor on the planet, the circular hitbox around the planet that allows for placement of rocket is very small. Make it so that the planet itself is part of that hitbox.
The big red targets in space where impossible to aim at for me, it was completely random using the blue skyhooks if one of the hooks would decide to launch a rocket in that direction.
Like other people have said, I think we need to be familiarised with the mechanics more slowly and carefully. A few screens of explanatory text won't do it as a tutorial, I think it needs a proper step-by-step tutorial level.
The game is pretty serious and I had fun playing it! The controls are a bit tricky sometimes and I find it hard to do some precision jumps.
I noticed one thing that I don't like and it's the timer on the top-right of the screen. You are already punished by dying a lot, and when you finally reach that checkpoint all your progress is lost again if you run out of time. I don't think it adds anything to the game.
Also, spinning gives you points but I actually don't use it because a) you don't need so many points to complete a level and b) being fast means you are more likely to run into spikes or fall off platforms.
Pretty good game, well balanced on all aspects. The game feels responsive, with a lot of juice, particle effects and audio feedback. It's pretty engaging. I don't know if the difficulty is incremental and more ennemies are added at every stage or not, but anyway my high score was 6. I especially like all the cool random changes and did not know what to expect next. It made the game feel chaotic and brutal in a good way.
The game is very cool and well in the theme, I'm just bad at playing it and find it quite hard myself. I did not have the patience to master those advanced techniques but you explained them well in detail and i'm impressed that you implemented all those fine controls and combinations.
In the tutorial level, I could barely see the platforms (black on black) and had to squint at my screen. I understand you are in a dark and grim slaughterhouse but please add a little bit of contrast.
I like the animations of the character and visuals in general, as well as the sound effects. Some gory particle effects when you hit the blades would be so good in my opinion.
Overall, well done!
Ooooh. I did follow the shadows after aligning them, but because i did not think of interacting with an invisible target, I just carried on walking until I clipped out and fell forever. I understand that having a prompt show up for the invisible teleporter would give it away and ruin the puzzle, so maybe just add an invisible wall around the island? And specify that the teleporter is invisible (I was expecting some kind of portal).
I will give it another go now! Thank you!
I think the "adapt" mechanic has potential, but I did not seem to be able to cause any damage to the Slime boss in the first place. Every time I would launch an attack and collide with it, I would instantly die. So for me it was just a game of trying to dodge his attacks and wait to fill that bar. I like games about evolution and unique abilities so I would love if this game went more into that direction in future updates! (Edit: typos)


