super polished, simple yet effective gameplay. Art is simple and works. The game actually feels like a commercial game with how good it is.
Office Serval
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Cool idea and concept, but the execution was lacking at points, here are some things I noticed:
-Movement was very slow and you couldn't move far forward.
- Some UI didn't scale, causing you to see the default unity sky
- Gameplay got repititive fast, the difficulty should ramp up instead of staying basically the same
- Some of the backgrounds didn't seem to fit eachother and seemed cut off
Loved the pixelated art style. And the bridges can be a very fun gameplay mechanic
I have some small issues but these can be easily fixed.
- Enemy bullets can go through objects, while the players can't.
- The art in the final boss room is very different due to it being zoomed out.
- Before the boss castle, there was a lot of empty space.
- The game is pretty slow & easy, enemies pose no real threat.
- The boss was also super easy, I don't know if its intended but he only shot forward for me.
Art and story (even if it was only in the game description) were good, the game was pretty slow until wave 9.
At first waves had little enemies which could be beat in ~1s, just for you to have to wait 5s for the next wave to start. Suddenly, at wave 9, there were a gazillion enemies and I died. I didn't get any further since I didn't know if there was a boss or if its infinite. I also noticed that I can shoot during the intermission, this isn't that useful but could be used to easily kill some enemies quickly when the wave starts.
Its an unique idea, a sort of more classic arcade-y shmup. But the execution is lacking.
- While there are plenty of enemies, their formations don't have much variation.
- some formations are really easy, and some (like the mine enemy wave) are harder. There is no build up and these are just random.
- There is no hurt cooldown, you can die within 1s.
- The goal seems to be getting a highscore, but the game doesn't include highscore functionality.
Enemies move quite interestingly, which is fun and different. The game did have some issues though.
- The movement is very strange, you start really slow and VERY quickly accelerate. This makes it hard to dodge the enemies projectiles, especially with the huge amount of them.
- Level 2 had flying cylinders and cubes in the background, they were untextured and felt out of place
- In level 3, there was a tower which shot bullets upwards for some reason and seemed to be invulnarable.
- Its unclear if the final boss takes damage, seeing as bullets pass through him. You could try deleting bullets when they hit something.
- When the game ended, the highscore just said "score" and didn't display a number.
Art looks great and the tech seems good. I do have some feedback:
- The player moved way too fast making it hard to control
- The game dragged on a bit, it felt way too long
- For me, boss parts weren't attached and the boss projectiles were basically impossible to dodge.
- Some effects (especially the player hurt one) were way too over the top
- I couldn't see the cooldown for the parry and thus didn't know when I could use it.
- The UI did not scale to my screen size.
Overall still a good game which could become great with some tweaks.
Hey, thanks for the super detailed reply!
The game was made for a school jam which was supposed to end yesterday at 5PM cet. But due to the deadline getting extended to 10AM today, we were able to make some quick last minute changes!
We're super glad you enjoyed it and left such a detailed comment, we took your feedback into account when making the update and have already made the following changes:
- The player now has an action pose instead of standing upright
- The players hitbox was made slightly smaller to make the game feel more fair.
- We also updated the life UI to only show how many lifes you have. Originally pick-up drops from enemies were planned, but due to us having 1 dev instead of the intended 3 this was cut. The UI showing max HP was something we had glossed over in the first public version.
The current player projectile was made at early stages of the games development. We really wanted to change it, but the artist who made the projectiles is currently MIA. We hope to be able to still change it in a post-jam update.
As we're all students, the UI will probably stay similar. The text not being vertical would require it to be reworked, and we all have other projects we have to work on and are from different classes, but we'll definitely keep it into account for future games!
Again, thank you for your super detailed and helpful comment, we really appreciate it!
Edit: There is a story which explains why the character does what he does, but to see this you have to press the lore button on the main menu or read the lore section in the games description. Originally, we wanted to make the lore always show up the first time you press on play, but then you'd have to press 3 buttons (start interface, main menu, and lore menu) which we felt was too much.
Ah, the fish has three states. Wander, attracted, and flee. When you use the screech they enter the flee state. For a couple of seconds they run away from the ship (due to just having been scared). A fish won't enter the attracted state if its fleeing, causing it to not return.
I realize I should've added something similar for the monster, because the monster can return as soon as it hears a couple of sounds. This can be quite confusing and causes the monster to be a bit clingy.
Thanks for the comment!
I'd love to hear what controls you found vague. I'll keep it in mind when making future games!
About the screech button, it was hard to balance. The intent was for it to be a last resort which would scare both the big fish and nearby fish, though it's a bit quirky.
I admit that the monster was a bit clingy, I should've added a small cooldown for him to return, cuz he just swims right back when he's interested and just heard another sound.
Had it open in the background whilst playing other games. I found the visuals amazing and almost got everything to max level. It started really fast but got slow fast. I realized that getting fish to stay and group up was sub-optimal due to them getting eaten. Eventually I found it most effective to just spam-click the center of the screen so most fish were sold ASAP.
Really funny game, the speaker being the antagonist is the most unique interpretation I've seen of the theme! I did find it a bit confusing on how to use my attacks, clicking didn't work... pressing right shift worked once (maybe I pressed something else and didn't notice) the solution to this problem? More fish! (or maybe a small tutorial)
The fish has three states, it can either wander around, head towards the sub, or flee. Each fish has its own 'curiosity' stat which decides how likely it is to react to sound.
When a fish is heading towards the sub, there's a small chance for them to lose interest in the sub. In my playtests I found most of the time I had to press the button 2-3x and then there'd be some fish. Fish which weren't at the sub were more than likely nearby.
The intention is that you track them with the radar at the bottom left of the screen. When you scare them, whilst they do gain some distance, once they exit a radius of 2.2km from the ship, they'll soon return to within 2.2km to assure they don't get too far.
I'll likely update the game a bit post-jam to make the monster go away faster.
Were you able to finish the game, or were you unable to catch/scan all fish?
The angler fish goes away when it doesnt hear something for a while, I wanted the player to not get greedy and call all the fishes constantly. The intention was that the player has to wait for him to lose you (which is also risky because you lose power). After playing a bit more I realized that I should've made him go away way faster. Perhaps I'll update it a bit so the angler fish leaves faster.
Yeah, I tried to make it a bit challenging by making it so the fish are constantly moving during scanning/capturing. I made it so your progress only really slowly goes down so it didn't become unfair (You can see how far something is in scanning/capturing with the outline). There are actually 3 endings, which ones did you get? I wanted to add a 4th secret ending but didn't really know what to add...









