Played it last night for a while. I haven't gotten very far yet. I think I screwed myself over because I didn't buy potions and I'm in the temple with so low health that there's no way I can survive.
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great work!I love the idea of the underwater viewfinder screen. I am failing miserably at catching fish though. I think I don't understand the rhythm of the timing for the arrow keys or something. Maybe it is just too fast.
I learned that I am bad at judging the angles/length for an arc. I guess I am not an angler...
Sorry. Bad bad pun. Great work. The water looks great. I did notice a typo on the end screen "tousch" :P
Ever since I heard that Europa had an ocean under the ice I've thought about a game like this, and you have made it! It's really cool and feels authentically retro. I couldn't figure out how to get the bubbles to hit the enemies? In your comment you said the collisions are turned off, do you mean for the bubbles?
this is some serious scifi fishing! Took me a little bit to figure out the controls and what could shoot and what couldn't. Good work though. This has a lot of complexity to it for a jam game. :)
The game is developing. I played around with making it so you could walk around the island, but then decided against doing that. It is turning into a game about very, very difficult controls.
Sure why not? I actually thought of saying in the description it was a jam for Birmingham US and UK. Our group on facebook actually has a guy in it from the UK and we talked before of doing a cross-over jam.
I want to second this!
I would like to collaborate with other indies I know on smaller games for jams, but I don't like that only one of us will be the project owner. Right now you can add an admin to a project (the third bullet point above already exists) and set the admin user to "contributor" so that he or she appears on the details on the game page, but what I really need is the game to appear on my main profile page as one of my projects. Right now the only way I could find to force that to happen is for the dev that didn't upload the game to add it to a collection and have the collection displayed on the main profile page. This is not an ideal solution when you do a lot of work toward building a specific branding around your work.
The multiple payments solution would be an absolute godsend, but I suspect there are legal things involved. In my opinion, though, I would happily sign a disclaimer/waiver when setting it up for a collaboration project through itch because I want to be able to collaborate so bad. I view my gamedev work as more of an art gig, and artists ought to be able to work together from time to time.
My favorite is Sir Thomas More's Utopia (which is where the word comes from). It is such an ambiguous commentary on society that it is both funny and a horrifying at the same time. There are some nuggets in it that could be adapted to a game. I'm going to have to think about this.
One thing I do is after making a game or two I go through my projects and think about what was easy to work with and what was a pain to work with as far as my scripts go. I strip out the stuff specific to the project in those scripts and put them in an empty project that is ready to go for the next game. For the scripts that were a problem, I spend some time researching new ways to achieve whatever the script was supposed to do. Usually doing that ahead of time before I start a new project.
Do you have any methods or strategies for improving on your gamedev game? Be specific - cause I think any gamedev could say "make more games" and that would be true, but what do you do other than that?