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A jam submission

Jet Ski JoyrideView game page

Take control of Max Speed as you shred waves, nail tricks, and avoid drowning! PLAY ON MOBLIE
Submitted by scaryredgorilla — 8 hours, 7 minutes before the deadline
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Jet Ski Joyride's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#54.3334.333
Gameplay/Design#153.5003.500
Fun#193.3333.333
Overall#203.5423.542
Graphics#303.0003.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
What's fun? What's not fun? What would make it more fun?

What did you update?
Fix many bugs, added juice (pickups, collision animations, points animation) added player customization, more spawn variety (flocks of sea guls, clusters of cans), added point multiplier for jumping multiple

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Comments

Submitted(+1)

The movement is currently "very fun" it's very snappy and reactive. it took me a while to realise I could dive when mid-air but when I did, the game became a lot more trivial. The upgrades provide some replayability but without a high score screen I have no idea how good I'm doing compared to myself or others. Numbers go up but since looking at the numbers has the risk of colliding into something, I found myself not really doing that.

I found collisions a bit too jarring, they pull you back from "oh my god this is amazing" to "oh wow this is slow" and every time it's a bit of a grind to get back up to speed. I think it would be nicer to, as time goes on, recover faster and faster from these collisions. Especially with the heart and shield drops, it's not too hard to be functionally immortal if you have a few well timed crashes. Which means the pay-offs of a high-speed run are not as great as they maybe could be?

Art is fun! Particle effects or screenshake could maybe spice things up even more, but your sprites are great.

Submitted

This has a simple yet effective central gameplay hook (the concept of having to submerge a jet ski is funny to me), though I'm not sure how to feel about the inclusion of upgrades, or at least how they're handled. Health drops being something you need to unlock in the first place seems strange for this kind of game, but then once you do, the game becomes really easy and doesn't escalate. Personally, I feel like the cosmetics are a good enough incentive to collect the cans.

Submitted

Great game! I love the movement though its a bit hard. Music is a banger!
If there were like a speed boost powerup like the star powerup in mario. Where you gain invincibility for a few moments would be fun. Along with the starting animation could be better. Also the ui is kinda confusing.

Submitted

Great concept and pretty enjoyable game. It's fun to unlock bonus.

I found that the UI is a bit confusing and the shop page seems impossible to close ?

Submitted (1 edit)

Really smooth gameplay and great soundtrack! I think I went on a few extra runs just to listen to the OST a bit more haha. There is also good variety in the obstacle waves.

The upgrades are really useful, but they make the game a bit too easy as I feel like I could keep going forever with the shield upgrade. Maybe the difficulty could gradually increase or the health pickups could be less abundant (or buy them in each round instead of making them permanent). The speed increases after a while, but when you bump into something, you slow down again, so you can safely recover the lost health in no time.

Overall, the game feels really fun in the beginning, but you reach fatigue eventually as things become too easy. If there were more challenges, this could become quite addictive. I can especially see it as an infinite runner kind of mobile game. Cheers!

Submitted

A very good casual game, and a somewhat slapper soundtrack. In synthesis with all of that it felt like an old flash game in a good way. Cool.

Submitted

Pretty fun game, I enjoyed how tactile the physics-based controls felt, although the diving felt a bit too fast, too abrupt. Two things I'd change:

1. Buying the heart pickup upgrade made the game too easy, I would recommend starting with smaller, less impactful upgrades or multi-tiered versions of them.

2. When going fast some obstacles appear after I already jumped and have no control over my trajectory, so if a flock of seagulls jumps when I'm already jumping I can't avoid them.

Still, I had a lot of fun, got to about 5000 meters and bought all the upgrades.