I really like the feel of this piece. The cartoony art is great, and the music complements it well. I only figured out about the holes after reading the comments, and I didn't figure out what the point of turning the ship was.
JiffyRob
Creator of
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I suspect the "felt more like a stroll though" is partially due to the random maze generation. If you played the game again, you'd get a completely new set of levels.
As for the monster animation, I may or may not have done that on purpose because it was something I knew how to draw and we only had a coupla days left.
I think grind-from-start games work better when you can do it faster on second try. The levels are really hard because I designed them after two weeks of playtesting and I find the first 10 or so to be relatively easy. If nobody passes level 6 I'm debating posting a video or livestreaming myself playing through the game so you can all see how far it gets.
EDIT: I think we didn't retest the levels after getting the AI to handle guns and bombs properly. I can't get past level 9.
Thank you for the compliments. The amount of time I spent on the eel's behaviour especially was probably too much. The story was planned to be given by the old man sleeping in the hut, but I ran out of time. As for indicators, I tried to make most of the tech in bright colors, so it would be easier to see, and the pickups bob up and down.


