this is a really nice comment. Thank you for playing
sixthgear
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Excellent feedback, thank you for those detailed notes and ideas for improvement!
We really struggled to set the difficulty correctly for the jam. Some of our players found it prohibitively difficult while others such as yourself found it a cakewalk!
I think it’s a lesson for me to try to be a bit more inclusive and make a plan for at least a couple difficulty modes (at least when doing an arcade game) so that everyone can get a chance to give it a go without feeling frustrated.
Thanks for the notes again!
The idea, at the time, was to have something to chain combos together, kind of like using manual and revert in Tony Hawk.
Without a jelly, your combo would end and tally shortly after reentering the water.
That obviously leans harder into the score chaser side of the game, but I do like your point about finding more weaponry!
Hey! I came here after chatting with you about finding bugs. First of all it looks like you might need to adjust your sizing on your itch page settings.
You want to make sure the viewport dimensions match the window size in your Godot Project. Otherwise you can also use the Click to launch in fullscreen option to pop up a new window.

Bug hunting can be pretty tricky work. You need to be a bit of a detective and use deductive reasoning to slowly rule out where the problem could be and to zero in on the likely culprit.
In Godot you can use the Debugger to set breakpoints and examine variables and sometimes you can just print values to console to figure out if a variable isn't set to the value you expect or even being set at all (a null value).
Thats what I normally do. Figure out which state/variables are getting set to the expected values and try to work backwards.
Good news, we tracked down the (likely) rendering issue you experienced. It seems to be isolated to Mac OS browsers, Chrome or Chromium based ones in particular (including Safari and Brave). Stay tuned after the voting period for a bugfix release!
In the meantime, if you're so inclined, you might be able to play the game as intended if you try it in Firefox.
Cheers!
Good news! I found the issue and was able to work around it. I think there may be an engine bug related to CanvasGroup. I have two types of objects that use a CanvasGroup outline shader: the serpent and the cannon barrels. For some reason, whenever a cannon is on screen, it causes buggy rendering with the serpent. I stopped using that shader for the cannons and now the serpent renders fine on Chrome/Mac OS.
Pretty odd issue, but thanks for your help tracking it down.
Make sure to check out the jam page after the voting is complete that fix and a few more we found after the deadline!
I LOVE the gamplay on this one.
Arena shooters are a long-time favorite of mine and this one feels quite snappy and fun. Very clever interplay between offense/defense. I might suggest to tweak the balance a bit to help the player feel powerful from time to time rather than overwhelmed, but I know thats a tricky balacing act.
In any case, great work on this one. It's a highlight of the jam for me.













