Thanks for playin, it's more to encourage players to take more risks in the heat of the moment - one can collect all coins on a stage to double it and then get back to the start to double it again.
Waro
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Thanks for playin - especially for an hour, the arcade style here will definitely be hit or miss.
Grey means sharks are passing on those tiles, red means you have captured a shark on that line and an angry, faster shark is replacing the previous. They also cannot be caught with a bottle, but you can still use a bottle to "tank" a hit from them in a pinch.
Each shark captured offers passive income daily to try make it more enticing to do.
The progression is mostly just an endurance, stacking upgrades from the store and gaining currency faster via the town hall edicts. Day 21 is when the difficulty hits its peak.
Thanks for playin!
Mr Seal should still fly off the stage but it's a bit more random now which direction he goes...
The progression is stacking items from the shop and getting the town hall edicts - I suppose the ultimate goal is an endurance, like getting to Day 21.
The bottles are an expendable item to capture sharks - each shark captured then gives you monies daily. You can't catch the angery red ones.
I like the little guys taking the crates back to the ship. Can see this being a satisfying and cathartic time once you've cooked things more and bigger skirmishes become possible.
The stamina bar blends in with the grass so maybe a little background panel to help it stick out better.
The doppler effect with the ship horn can sound a bit odd as you move away from it.
Thanks for trying!
It's really a quickfire horror game with an attempt at some immersion aspects, I'm hesitant to add much UI nods for what the player should do honestly; the most indication you get right now is the player character's head will turn to face something interactable
You have to look and feel around, take stock of (currently rather sparse) surroundings, such as the glasses on the shelf in the kitchen
As for the camera controls and such, I'm just messing about with a few concepts
It's all a bit experimental honestly, there isn't a big goal to achieve currently; but there is one "goal" that is hinted at in the game!
Gave it another go, you do get used to the camera and it has its own charm, an options slider would be nice still. I was really pleased with how interactable everything in the house was, I could actually cook up the pizza and potatoes!
Not sure if there's a strafe ability during combat, I suppose you have that planned though
This is something special for sure, and it will be soon enough if you continue.
However, I feel the player is really loaded down with tons of dialogue (though very funny) way too soon, you should condense the conversations just a bit to keep the pacing going
Really digged the mother style battle transitions and the general battle animations/sounds
But yeah this SMT style summon thing combined with that style reminiscent of mother, undertale etc will be a winner, haven't seen it before




