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L3V14THAN

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A member registered Sep 09, 2020 · View creator page →

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Just an FYI for your information: 

While I really like the look of these health bars, these images all include white background, not transparent alpha, which makes them difficult to use. These will probably be more popular if you update them with backgrounds set to alpha. 

Sorry you ran into that issue. Yeah, that's a bug that I found the day after the jam submission ended, and happened due to my slapdash effort to slam the second level together in the last 20 minutes before the deadline, lol. Speaking to the Walrus clears an oil slick blocker on the west side of the level, which let you find your mom. But I forgot to add a check if the entity exists before deletion, so if you talk to him twice it sometimes tries to delete the (already deleted) blocker again, which causes the game to lock. 

Thanks for the feedback! I'm glad you liked the art.

Very very nice. Elegant & creative mechanics, just the right amount of challenge, a lovely, reflective, narrative chaining throughout the game (that frequently plays with metaphors of the obstacles you just cleared, an excellent touch), and a pleasant and uplifting message at the end. 

I did run into 1 possibly soft-locking bug on my first playthrough. The second "stage", where you first encounter the 5 suns that you have to place on the scale, I tried to pick up all 5 at the same time and got locked in place and ran out of air. When I respawned, all 5 suns were still overlapped right where I died, so if I tried to pick them up I'd get all 5 again, and get locked in place again. Even after trying to drop them, I stayed locked in that spot till my air ran out. My second playthrough though I was more careful, and finished without issue. 

Great job!

I love the art style, you've got a really gorgeous  color scheme and style going here! I found the gameplay to be a little passive, and I found myself constantly short on wood and wishing there was some way I could convert other resources to wood. Fun though.

Very fun game! I found the jokes actually very funny, and I loved the pixel art. The palette you chose was an excellent choice! I'm really impressed with how much you were able to capture with just 3 colors, and the contrasting tan for "interactable" objects was a really fantastic way to make those objects stand out. 

The extra "secret" coin was a nice addition, felt almost like a callback to the secret easter eggs in the original Legend of Zelda. Lovely uplifting ending as well, I definitely enjoyed the journey. 

Totally understand time getting away from you, I had the same issue and ended up cutting like 80% of my planned content. 

I'd encourage you to keep working on this even after the  jam though, you've got a good start here! The physics are fun and the art/models are goofy in a great way. I think it's got quite a bit of potential.

Ridiculous in all the best ways. I loved the puns, loved the pixel art, and loved Mich's sassiness. Lots of fun, no notes.

Very cute, and felt like it could be useful in a therapy setting especially for kids with anxiety/panic attacks or similar. 

 It reminded me a bit of the Reader Rabbit games I used to play when I was young, although those were more focused on teaching math/reading/spelling/etc. If you're interested in making more educational-type games I'd recommend looking them up just for some examples of the kind of gameplay they used! They're from the late '80s/early 90's, but there should at least be youtube videos of the gameplay. 

Very fun little survival game! I liked how the Grey kept a constant pressure on, and while the player could scare him off for a while he'd always come back. I also especially liked the hook mechanic, it felt polished & satisfying. 

I think what it needs most is some element of personality, a narrative or "human" element for the player to relate to / connect with. My mind went to something like the Radio in Subnautica and the whole Aurora sequence (I won't say more in case of spoilers, it's an excellent game tho I highly recommend). But maybe you could do something similar where you start the game with a handheld radio, and you receive a transmission from someone saying they'll come rescue you, but before they can find you you'll need to build a beacon. 

That gives brief exposition, and also introduces a new character. You use that to build more "uplifting" vibes by tying more story into that character, maybe they contact you each night as the sun sets, reassuring you that they'll find you, asking you about your life, what you'll be going home to after rescue, etc. Something to tug the heartstrings. 

Thank you! I’m glad you liked the art, I just got back into making digital art and I’ve been having so much fun drawing again. 

I’m also glad you found how spammable space was. It was initially unintentional, I’d dropped the stamina cost of space for testing and forgot to change it back, but it ended up being more fun that way so I never got around to fixing it. Long term it’d probably be best somewhere in-between. 

I now know that I can submit before it's finished, lol. This was my first ever game jam, so it was very much a learning experience. 

I completely agree that the introduction is very exposition heavy, and feels very heavy-handed. I'll check out the GDC talk, thanks for sharing and for the feedback!

Also on the second level there was supposed to be another character that would guide you to the walrus (and then the walrus was going to give you a quest to fetch something from the orca filled region in the southwest of the map) but I ran out of time. If you wanted to play it to the end, there's a little passage at the  far right of the second level that you can swim through to to get to the very northeast corner of the map, that's where the Walrus is.  Speaking to him will clear an oil-spill blocker for another passage on the left side of the map, which will take you to the end of the game.

It's fun, and it seems pretty well put together, but isn't this just Hungry Shark Evolution from 2012?

Very nice! The simplicity of both the mechanics and narrative really let the game shine. It feels well polished, finely tuned, and very creative. Nice job!

Remarkably pleasant little cozy game. 

I really enjoyed seeing the coral grow when throwing trash away, and I think adding additional lighting and fish was a really good way to reward the player's progress. The music also fit nicely with the visual assets & theme both, so good choice there. 

I think I would've liked some sort of countdown / clock displaying how much time was left remaining in the current day/night, and also a counter showing how much trash was currently available to be picked up (there were a few times I was pretty sure there was no trash, but I felt like I had to keep looking around just in case.) Very fun overall though!

A quick fun little game. Is there any difference between the red & blue sailors? I got 3 of each, but couldn't tell. 

Holy Hell, what a masterpiece. I'm genuinely blown away. 

First of all, 140 voice acted lines of dialog? In a 2-week jam? Wild. Original compositions WITH sung parts? again wild. The art style? Incredible. The story? It's like a fishhook in my brain, dragging me deeper into this bizarre little world. All around, the vibe is immaculate. Cannot praise this game enough. 

For constructive critique, there were a few occasions I got sorta "stuck" at certain spots. As in, I couldn't figure out where/how to click to get out of a particular location. Happened at the King's throne for a while, and sort of in the village at the fountain as well. As much as I'd hate for anything to detract from the (gorgeous) artstyle, I think I would've appreciated *some* sort of indication as to which directional-clicks are available. Kinda like the old 2005-2010-ish escape games, where when you moused to the left or right it would highlight a little bar indicating clicking there would rotate you or whatnot?

Regardless, incredible work. You earned yourself a follow. 

So this was actually very fun once I figured it out what I was supposed to be doing, but that took like 10 plays just for the first stage. You've got a great game, but I think it needs a more clear explanation of the mechanics/objective.

  • Stage 1: I thought the countdown was how long I had to dodge/survive, and almost stopped playing thinking the game was bugged cuz it kept restarting me every 30 seconds. Once I figured out the 30-sec countdown was air, and the objective was to fully charge my spell, it was smooth sailing.
  • Stage 2: The spell feels outright detrimental. It makes you go faster, I think, but it also makes the obstacles hit way faster with less time to dodge.  I think it'd work better if the spell worked like the star powerup in Mario Kart (temp speed + invincible), but you lost spell charge if you got hit? Or something like that. 
  • Stage 3: Actually no critique here, it was fun. Felt like a Terraria easter egg, which I appreciated. 

To summarize, tons of potential here, just might need some playtesting to help figure out how to present the mechanics more intuitively.

Lovely little game! Fantastic work on the art, the sailboat and all the little fish are adorable. Good choice with music and color scheme as well, it's delightful all around. 

VERY cool. Love the PS1-style graphics, fantastic stylistic choice on the dithering, incredible atmosphere and audio. The looming figure on night 3 was a big vibe. Really great overall. I also love the retro/PS1 style game cover. My only concern is whether or not the horror vibe will be well received in an "uplifting" jam.

But fantastic job regardless, I loved this. 

Very polished feeling! The font, in-game assets, and UI all felt very cohesive and well balanced. I would have liked if the game cover was in the same style, as it was the one thing that didn't seem to fit with the rest of the game. 

Very nice. I especially enjoyed the writing, it felt a little reminiscent of the writing from Fallen London. It was a pleasant narrative.

I was a little confused at the purpose of the corrupted orca. I converted 2 of them, and they followed me around the rest of the game, but I wasn't sure if there was something else I was supposed to do with them. I also think the game could benefit from a more detailed backdrop, without many "landmarks" it was easy to lose track of where I was on the map. 

Fun stuff! Reminds me of some of the early days of addictinggames and armorgames. There were some really fun games with drawn-on-paper style visuals. 

I do think it could benefit from a better overview of the controls. I figured out how to place cannons after a bit, but the buttons on right-click are too small to read, so I was just guessing what each one did. I also ran into some issues with cannons carrying over after restarts. But a fun game nonetheless.

A good start! I think adding some simple background music would help a lot with the ambience. Godot makes it really simple with the AudioStreamPlayer, and there's tons of free music available at OpenGameArt.org. Keep it up!

I liked the educational aspect, it reminded me a lot of the games I played when I was young back in 2002-2005ish. Reader Rabbit, Math Blaster, etc. I did notice a few menu & UI areas where the text ran beyond the menu area, but the graphics were otherwise very clean looking.