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Fish Slash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #36 | 3.472 | 3.750 |
| Authenticity (or, Creativity in use of resolution) | #40 | 4.243 | 4.583 |
| Overall | #44 | 3.549 | 3.833 |
| Audio | #48 | 3.240 | 3.500 |
| Graphics | #60 | 3.240 | 3.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Liberate
There's always a bigger fish.
Team
None
Jam
Yes, yes, nope.
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Comments
The lighting, graphics, and effects are amazing. I also really like the sprites, UI, and sounds. 10/10
That was nice, I’m surprised that lighting can work this well at such a low resolution, well done! As for the gameplay, I liked it. The stamina indicator is intuitive enough, though I did sometimes stand around waiting for it to fill back up. Overall though, this is a good entry :)
Good job, I liked the way you handled the lighting without overwhelming the viewer. And thank you for providing the MAP.
Great job on the atmosphere given the restriction of the jam; the lighting system really add to the ambience! I enjoyed exploring the dungeon as I managed to find the sword quite quickly. It might be beneficial to increase the range of the sword swing, as with the current range I often ended up having to stand still and let enemies approach me to ensure I wouldn't get hit.
Having the stamina regenerate more slowly when you're low is an interesting mechanic; it certainly adds tension to the combat having to manage it more carefully. However, it is very punishing outside of combat, as it results in a lot of downtime waiting for it to regenerate. It could benefit from a resting mechanic, which could normalise stamina refill but would leave you vulnerable so it could not be abused in combat.
Overall, its a pretty neat dungeon crawler!
Great atmosphere with the lighting and resource management/navigation, I almost thought it was a horror game at first.
I will say, it seemed very slow until I realized your stamina regenerates faster the more you save it, so maybe that should be communicated more clearly, or reworked since it makes dashing not very useful.
The boss fight at the end was cool, definitely got startled a bit when I walked in and saw it lol.
It is if you have ichthyophobia lol. Maybe a stamina bar instead of indicators could have helped balance the game because some actions could take less (or slightly more) stamina than others. Thanks for your input.
The lighting looks really good! I love the idea of a fish dungeon!
The range of the sword felt too short, and the stamina replenished too slow. I also felt like having your life refill slowly would have made for a more fun experience. Maybe for an easy mode? I played without looking at the map, and found fish before I found the sword on my first play through, so maybe prevent that or start with the sword? After looking at the map I realized you basically need it. I didn't know what the I's were and the graphics for the arrows were very hard to figure out. I kinda thought I'd be able to shoot as soon as I found the bow. I never found a key or the hammer, and I was trying to figure out how to open the closed passages to no avail. The magenta fish felt OP, so I just ran from it. Getting corned by fish, with no stamina felt bad. I wasn't sure what the green floor was for. Just for variation perhaps? At first I thought maybe it hurt you.
Over all the game was good! I could tell a lot of effort went into it. I was glad that when I accidentally used the health potion with full health that it didn't get used, though the sfx did trigger. Perhaps a different SFX could be used there? Awesome job given the limitations!
The "Green Floor" is grass/moss, though I can see why you thought it was poison or acid. A less saturated color would have been more natural. As for the sound playing even when your health if full, that's a bug and it shouldn't play at all.
Cool game! It was fun exploring around and I'm always impressed to see a boss fight integrated into a game in a jam timeline. The only move I didn't end up using was the dash, which it felt like didn't have much utility with how restrictive the energy system often felt. On the other hand, if I was lost and trying to find new areas, I probably would have appreciated it quite a bit.
Noted, thanks.
This is cool. I did stumble around quite a lot trying to figure out how to progress, and ended up going in circles a lot. But the gameplay itself was pretty fun, and I liked the sound effects too.
Thanks, I considered adding a map item but I decided not to. I also considered signs for direction, but I thought it might take away from the labyrinth feel. Landmarks might have been a good idea too.
Pretty decent! musix and sfx were well implemented. It would be nice to have a weapon from the start, I died a couple of times looking for a sword and getting cornered in a dead end hallway by a fish.
Hmm... maybe the player could have been able to punch by default, dealing less damage than the sword. Thank you for your feedback.