Great job! The art is very cute, and the animation for the first banana attack is awesome!
Maybe the game would feel more complete if you started with 1 attack, and then slowly unlocked the remaining attacks? That would also make it less overwhelming for the player to decide which attack to use.
SirLich
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Really nice entry! I enjoyed playing through all of the levels.
I would have enjoyed if there was a "fade to black" when you died. Sometimes it was dissorienting to be teleported so directly.
The Web version also didn't work for me: mouse wasn't captured. I played the desktop version.
Performance was also quite rough. Probably there were some simple optimizations you could have used (like instanced geometry) that would have solved that. I couldn't find source code though, so I couldn't snoop xD
Nice job! I love the theme interpretation.
I sadly ran into some duplicate-solution issues as well. I think it's probably very tough to eliminate them all.
I could see this game being used in an educational setting, to show the basics of layers and filter. I kinda want to see a 3D version of this now with booleans and blender-style modifiers (e.g., array, twist).
Pretty nice game! As others have said, some audio would have been really nice.
I really like that you took the time to add upgrade cards. It makes it feel like the start of a Roguelike.
Note: The game is easily broken by standing across two "planks" at once. This allows you to walk forever without gathering resources or building.
Also don't ask me to reply on your itch page. I'm happy replying here.
Nice job! You got a good chuckle out of us in the first 2 seconds with your wonderful audio intro. In general the SFX are our favorite part.
Nits: On some levels, the ball didn't align with the direction I was aiming. It also would have been nice if the physics objects aligned a bit closer with the visauals -the ball would often bounce on something I wasn't expecting, or conversly, pass through something I was expecting to be solid.
Yeah the fish hooks are buggy. For some reason they weren't spawning correctly. In hindsight this is likely cause I didn't reset object origin...?
My original intention was to make it very difficult to see the hook/line, and actually have it where you needed to find the real food (worms, bugs, etc) while avoiding increasingly difficult to detect hooks. As you can see, the final version ended up a bit more simplistic :)
Another fishing game! And this one was really good I thought :)
My favorite parts:
- Slowly adding new food, so it wasn't overwhelming
- A proper level-up system, which meant I played a lot longer than I normally play jam games
- I liked intentionally eating the chilis (good XP), and then healing up. That's way more interesting game-design than just having some foods STRICTLY good and others STRICTLY bad.
My suggestions:
- I would have loved if the slime grew in size as the game progressed, since I think that would have shown the progression better.
What a fun game! I think this is actually my favorite 'anti-fishing' game of the jam (mine included!).
The best parts for me:
- Swim animation reacting to the turn was very nice
- The humans swimming back to shore
- Generally the good vibes and silly voice acting
The top-down approach was really accessible, without making the graphics boring.
The graphics were impressive, but I think you might have been too ambitious for a game jam :P
Unreal tends to struggle with performance out of the box, and then layered together with intense motion blur made it impossible for me to play. I think if you're going to do 3D it's important to optimize "enough", otherwise I guess it's hard to get enough ratings.
I think my favorite part was the music -especially the tone shift when cleaning.







