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tagr

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A member registered Mar 22, 2023 · View creator page →

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Yeah, all very good points. The animations are pretty poor right now. I didn't even get around to hooking up a jump animation. And I agree that the hit animation should be more noticeable.

As you mention picking up the weapon isn't a big advantage right now, so it's not like people are missing out on much. Eventually I think it'd be good to make the crate "glow" or highlight it in some way to get across that it can be interacted with.

Thanks a lot for playing the game and the great feedback!

Thanks for the feedback. It's much appreciated. I should stress that I'm not an artist and all of these were assets that I found online, so I can't take credit for that. There's "premium" versions of these assets that I've since bought to both support the artist and add more stuff to the game in the future.

I love the idea of having the boss chase you around, I'll definitely have a go at that. I also want to go back and tweak the character movement to make it a bit snappier.

I had played around with destruction a bit, but couldn't get it to work properly. I had to disable physics after a little while for these items because otherwise there'd be weird (albeit sometimes hilarious) glitches. Definitely something worth going back and tweak at some point, though.

Very true, the compulsive mode currently has a high probability of the character just getting stuck in a corner or to walls, so that's something that definitely needs to be improved. There's also a partial mechanic in the game that allows the player to pick up a weapon to do more damage (there's a single crate in the level that nobody seems to have realized that they can destroy), so that would probably also be interesting in compulsive mode. Making it such that the character has a more specific goal and also knows how to jump, rather than just randomly changing direction would likely make it more challenging.

And yes, adding a bit of actual level design would probably be fun and add variety. I also liked Zack's suggestion of adding specific goals/quests. Of course that all blows up the scope significantly and I wonder if adding all that complexity might actually make things worse. Won't really know until I try, so I guess that's what I'll do.

Thanks a lot for the feedback!

Leaderboard is definitely something I wanted to add, but didn't get around to. And yeah, I have a few ideas on how to add variety to the intro/outro that I had to leave out to get it done in time for the submission.

I'm also interested in providing Mac builds, just haven't figured out a good way to do so since I don't own any Apple devices.

Thanks for the feedback and ideas!

Thank you very much for the feedback. I've been busy jotting down notes on everyone's feedback, and I've got plenty of stuff to improve.  I agree that having some sort of goal or obstacle would be good to give the player a bit more direction, something to work towards.

Another thing I had considered was to implement some sort of leaderboard and have people try to beat each other's scores (currently the room is procedurally generated every time you start a new game, but it could be easily modified so that players can provide a specific seed if one turns out to be particularly challenging or interesting).

Now I just need to find the time to implement all of these ideas. =)

Unreal Engine doesn't support web builds anymore, so I don't think this is possible. I share your scepticism when it comes to playing random games off the Internet, but I think itch.io's desktop app is a nice tool to help alleviate some of those concerns. It creates a sort of sandbox and runs as a separate user to prevent most issues that would be problematic. There's some information here if you're interested:

https://itch.io/docs/itch/using/sandbox.html

Alternatively if you're on Windows Pro you can use the OS's built-in sandbox feature. Other operating system have similar features. These are all slightly inconvenient, so I fully understand if you don't want to invest the extra time.

Thanks for the kind words. The compulsive mode didn't quite end up being what I had in mind, I somehow couldn't get it to feel good, but I wanted to leave it in because I thought it was an interesting twist. I'll likely go back and try to improve it at some point.

I think the main menu buttons looked a bit out of place. Not a big deal, but I thought it was a pity that it dragged down the overall look and feel.

Driving felt really great in this one and cleaning out was very satisfying. The art style really stood out, but I think something more conventional would've made it even better.

A bit more variety in terms of the stuff to clean out would make this even better. Definitely something I would want to go back and play more.

Two small bugs I noticed while playing: there doesn't seem to be a way to get out of the credits screen, and the packaged install didn't work and gave me this "Data folder not found" error: 

There should be 'EverythingMustGo_Data' folder next to the executable

Overall great job!

This is quite fun to play. Solid foundation for a bullet hell game. I quite like the art style, though it doesn't quite match the somewhat retro-style music.

Could maybe use a bit of polish here and there, but overall really nice submission.

Most of the time I was playing this I didn't have any idea what I was doing, or why I was doing it. This was like a weird fever dream.

But as I kept maniacally mashing the Q key I stopped caring that most of the unlocks I had bought didn't seem to work. I was just having fun.

I can't explain it. Thanks for this experience.

I couldn't figure out how to hit enemies without them hitting me at least once as well. So effectively I never got past 4 kills and couldn't play as Marty, unfortunately. I may need to spend a bit more time on this.

One thing I found a bit tedious was that there was seemingly no way to restart the game when Andy dies, so I had to forcibly close the game and restart it.

Overall looks very nice, but I sure wish I could've progressed a bit further.

I don't play many of these bullet-hell type of games, so I didn't quite know what to expect. It was a bit confusing at first that the guns were aiming at the mouse position on screen, which took a while to get used to.

However, after getting the hang of it this ended up being unexpectedly fun. The game loop is quite simple, but there's some depth to the game  due to the amount of content.

I really like how everything is themed around the duck ("eggstra" gave me a good chuckle =).

I liked the look and feel of the game, but I think in some cases the textures didn't match well with the art style. Parts of the UI also didn't match the rest of the art.

The different mechanics, like the stealth in levels with the dog, made for some interesting variety.

Impressive amount of levels for a jam game. 

I really liked how this set the scene, gives a bit of narrative to show what it's about. Nice walkthrough of the controls and gameplay when you start.

The controls were a bit challenging. A lot of the time I had a hard time controlling where the hand went. I think that could use a bit more work or made easier to use, and then it could be balanced out by making the shaking/environment a bit more intense.

Overall really nice submission.

There's a single crate that spawns in the level, which drops a weapon when destroyed (you can hit it using the attack key/button). You can technically hit stuff with it and it should have a physics force applied to it, but I don't think it works quite well. One of the things I would like to go back and tweak to see if I can make it better. It could be over the top powerful for some extra fun maybe.

This has one of the more complex fishing mechanics, which is good. Unfortunately I share the frustration that others have pointed out. Maybe if the "cursor" was a bit more reactive (or interpolate faster) it would've been easier to catch.

Loved the engine sound, though it took me a while to realize how you probably did those. =)

Fun take. As others have said a bit of ambient sound, music and sound effects would've made this a bit more enjoyable.

One thing that threw me off is that the "Play" button was not the top-most button and was instead where you'd usually find the "Quit" button.

Very original take on the theme. Reminded me of the eagle flight/hunting system in Assassin's Creed Origins. The controls were a bit frustrating, but with a bit more polish and additional things to do I can imagine this being an interesting game to play with friends in multiplayer.

Really well done. Very good mechanic. I also liked the UI animations, which aren't something I've seen in any other submission (yet).

One thing to improve, in my opinion, would be to have some enforced sort of idle period after a catch/snap. Especially for some of the more difficult fish I would occasionally end up casting to some random spot because I was wildly clicking to reel in. Simply blocking input for a something like a second or two, perhaps in conjunction with some UI feedback about the catch would solve that issue.

The assets for this are quite detailed, so it's nice to look at. The buoyancy makes for good immersion. However, I think the animation could've been a bit better. There was a lot of foot sliding when the character was running around and sometimes the camera shakes were excessive, which impacted the immersion negatively.

From a fishing mechanics point of view this was pretty interesting, making it a bit more challenging than many of the other submissions.

One thing that strikes me as odd with this submission is that it's a 3.4 GiB download, which seems a bit excessive even if the models are fairly high-fidelity. I suspect this includes pretty much everything you have in the project and you could shave a lot off of this by properly configuring how this is packaged.

I can imagine the task that this must've been being your first game. I particularly like that you made these assets yourself (well, I'm assuming you did). There's rough edges to this, but it's definitely a good start, so keep at it. One thing I like to do is leaving these small early projects alone for a while and then go back after some time to improve them based on the new things I've learned in the meantime. It's always good to keep a copy of the earlier versions around for before/after comparisons and such. Can be quite motivating to clearly see the progress you've made.

Funny thing happened to me with this entry: originally I was put off by the fact that there were no fish and no feedback for catching a fish, but then I went to the shop, sold all the fish and got a couple of upgrade and that allowed me to get more fish faster and upgrade more and all of a sudden I was hooked. I was a bit sad that I reached the maximum pretty quickly.

I guess it shows that you can have a game with rough edges that's still fun if the game loop is satisfying enough. So good job in that regard. If you add a bit of polish and more money sinks I think this could be quite enjoyable for a little while.

Getting the fish to the catcher didn't always work for me, so I was never able to get all the fish hence I don't know if there's an end condition of some sort. Fun concept, though, but could use a bit more polish and juice like sounds or background music/ambience.

Very well done. The music really helps build the tension. Sound effects and voice over are really nice. I also like the logo/splash screen a lot (though it did stretch weirdly and looked very pixelated on my screen).

From a UX point of view I think it would've been nice if looking around was controlled using the mouse (or it could be a configurable option in a more polished version).

Maybe another thing to add for increased difficulty/chaos would be fish that aren't as deterministic as the ones in this version. Although I must admit the current behavior really drives home that feeling of inevitability you get from movies like "Jaws".

This is quite polished, with a lot of attention on the UI and tutorial. Nicely done with a bunch of systems working nicely together. Maybe one thing to improve would be to make the player character able to withstand some amount of contact with water. I tried walking into the lake and died immediately. =)

I don't really understand what the sound is supposed to tell me whenever I get close to a fishing zone. It seems like it's signaling I'm in the right place, but it sounds more like a warning sound telling me to stay away.

Pretty and cozy game that could do with some more polish and juice. Contrary to what many other people are saying I really liked the boat control, had a really natural feeling to it.

I really liked the visual style and the cel-shaded look, though the UI and on-screen widget didn't mix well with it. Overall, well done.

This reminded me of the good old days, the kind of game and graphics you'd see on a Gameboy. Kudos for making something as fun as this with those limited means.

Not a lot of variation in the fishing, but the narration had me hooked, so I stuck to it until the end. Well done.

One minor issue I ran into, and maybe it was done on purpose, but it felt a bit strange that you could still cast the rod and reel in after the ending screen.

This does a great job of setting the mood. I was able to catch some fish using the instructions below, but it didn't feel like there was any purpose to it. Maybe the environment was setting the wrong expectations.

Overall, though, this was very well done and pretty.

This is really fun to play and is really polished. I like how the little planet can be explored to find interesting furniture or information sources.

I think the music doesn't loop since it stopped for me after a while, which was a bit sad because I thought it was really relaxing.

Overall, great entry!

I kept running out of net after casting once or twice, never catching enough fish to buy more. Not sure if I was just casting in the wrong places and never got lucky, or if I didn't understand how to properly catch fish.

I did have a lot of fun just cruising around and exploring, though.

I had some trouble buying the fishing rod from Warren until I realized I actually had to increment the number of rods I wanted. Other than that quite enjoyable, although the inverted Y axis for the mouse was unusual. I guess some people might prefer it, but I haven't seen that in a long time in 3rd person games. Maybe make it a configurable option?

One thing I noticed was that I couldn't install this through the itch.io app, probably because the ZIP file wasn't marked as "Windows" compatible.

Nice gameplay loop with the hunting, selling, upgrading. Could probably be extended with more content to make it a bit more long-lived, but quite good for a game jam entry. The voice acting was a nice touch.

Maybe something to add would be an incentive to explore more. I see that others found interesting places that I didn't think existed. You can get by with just hunting around the shore right in front of the shop.

Took me a bit of time to get used to the harpooning mechanic, but after that it was pretty nice. The vendor UI was a bit rough and it took me a long time to find the "Resume" button the first time. I think there was also a bug when I tried to buy the last harpoon update where it stopped updating the UI (said I couldn't afford an update when I still had over 1000 coins).

Lots of interesting things to do in this game, though it's not really about fishing. But I'm a sucker for exploration games, so I spent quite a bit of time just swimming, wandering and mantling about. Nice foundation to build this into something more elaborate.

Perhaps my biggest complaint is that this came as a RAR file and hence the itch.io app can't install this, so I need to do so manually. The archive also doesn't contain the Visual Studio runtime, so I have to go find this manually and install it if I don't have it installed already (like if I want to run this in a sandbox, for example). Unreal Editor has a checkbox that lets you easily include the redistributable files in the packaged build, so make sure to always do that.

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It felt very silly creating this, but lots of fun. I'm glad people enjoy it for what it is.

Making people laugh was my primary intention, so I'm glad it worked. There's another little surprise in the game that I don't think anyone has discovered yet. You'd need to be a little patient, though.

Thanks for sharing this!

Yeah, I completely forgot to hook up the mute buttons. The audio settings were done quite last-minute because I couldn't quite decide how to balance music vs. sound effects vs. voice and I thought it might not be as bad if people had a way to adjust to their preference. Learned that people actually use settings, so next time I'll spend a bit more time on polishing those.

Thanks for playing!

So simple and yet so fun. The first time it turned night gave me goose bumps.

Very well done!

This is very well done (nice cozy setting, cool visual effects, relaxing music) and a lot of fun to play. The one thing I struggled with was during the tutorial and finding where to go. There's a lot of running around and the arrow marker isn't always visible from where you are, so maybe you could add more visual cues where you need to go during the tutorial.