Aah so its my subconscious screaming out for a more peaceful world, I get that :)
MarcusFromOz
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The game that has left me with the most "how did they do that" questions.
The viewing screen looks great.
I'd like to see the cursor change to a hand and a crosshair when you are pointing at things, but thats probably getting off theme.
It shows off a lot of skill, has a real wow factor when you start.
It feels like you spent a lot of time in the design but ran out of time for the dev.
I like how you did the fishing with the letters, but I'd like to see some feedback somewhere of what you've caught.
The cooking screen needs more feedback also, maybe make the recipe borders red if you don't have the ingredients?
The fighting seems to work well, the feedback is better for this one and I like how the game loops back on itself.
The game has a strong foundation.
I really like this, it could have been on an arcade machine at Tilt or Downtown in the 90's.
Music is good, the pacing of the movement works well, the changes in body shape of the diver depending on movement are great too. The harpoon also works well.
I didn't really get the fish on his head but whatever.
Failed about three times so far getting to the chest but will keep trying, nicely done.
It took me a while to work out the controls.
For others who want to play:
- You need to move to the row without an approaching arrow (<)
- Choose the correct row by clicking on the correct arrow key.
i.e. in the screenshot you want to move to the bottom row and you do that by hitting the left arrow key.
I'd like to see you make a WASD option for the game and allow people to choose which one they like, because using right handed mouse and arrow keys is a bit too scuffed :)
Once you get the hang of it, its a fun idea, thanks.
Genuinely impressed by the quality overall, it set the standard with the intro screen, the movement was excellent, the combat felt smooth and fun with good feedback. The music worked, the sound effects were good.
I could have easily convinced myself that I had been playing some commercially released PS2 Spyro/Crash Bandicoot hybrid.
Very polished game that will be a great portfolio piece.
Noticed a couple of rocks that didn't have colliders and the settings screen sliders weren't quite right (music seemed to be at 0% when slider was at 50%) but it's all minor stuff.
Congratulations.
I'll be back to finish it !
Its a very thoughtful story. I'd like to see this game shown to a wider audience because it really has universal appeal.
My only suggestion to improve it would be to make the navigation a bit more intuitive (maybe some arrows along the road to know when you've reached the extremes), and maybe a skip option when you click on some dialogue that you have heard before. I'd like to see you do more with this.
Its a very good game but I am really bad at it, not so much the WASD, but I struggled with the right hand keys. I'm wondering whether you could make a mouse controlled version also, so that moving the mouse would highlight which letter you are on and then a mouse click to "press the button".
.. or maybe I just have to get good :)
I got to a score of 680 after causing more trouble than a Sydney climate protest.
Its good fun throwing those sponges.
Things I would suggest: some squelchy sounds when you throw and when the sponge collides with buckets, cars, trucks etc. Some music would be good also, maybe some Aqua ;)
Also I'm not sure if I want a crosshair or not, maybe make that optional. The more I played the easier it got to hit targets, so I'm undecided about that one.
Its a fun game :)
My 150th and last rating for this jam :)
My biggest problem was Escape to see the tutorial didn't work when the game is browser based and full screen, so I wasn't sure what to do, so I played and failed a few times and worked it out.
Also I fired the first fireball ok (and really liked the hold down left mouse to trigger it) but it only seemed to work once even though at the bottom it showed 3 times.
Very interesting idea on collecting items during death, something you could definitely use for a commercial game. Make the most of it!
Its not that tricky code-wise , but its a lot of playing with settings and playtesting to make it feel right.
Also here is a hint: you don't use Y axis gravity, you keep the table flat and use X-axis gravity, in Unity you can have gravity in either the X, Y or Z direction. Also the big lesson was to not put rigidbodies on most things, only the objects that are not static, rigidbodies on static objects caused the ball to go straight through them and it was a Eureka moment when I worked that out and stopped having balls flying out of the table.
cheers