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Scull Island's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #3 | 3.000 | 3.000 |
| Art | #3 | 3.571 | 3.571 |
| Overall | #4 | 3.143 | 3.143 |
| Game Design | #5 | 2.857 | 2.857 |
| Narrative/Mood | #5 | 3.714 | 3.714 |
| Audio | #7 | 3.000 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
everything about the game is really great expect it feels grindy because of the labor intensive move mechanics and large open map. the random tentacles also felt unfair when the ammo is scarce.
i completely missed the large stash of ammo at the start and turned around after finding the first bullet so i ended up at the first random tentacle with no ammo. i managed to push past while it was attacking me to the next stage but i think this caused a corner case bug where i died during the transition between levels and was unable to reload in the next level even though the player was still there. i have a screen recording of not being able to reload i can send you. other than that, really cool game and with some refinement i would definitely play again.
I think Schorscho said it perfectly, honestly.
What a refreshing idea for a control scheme! I had a hard time learning it at first, and I was constantly thinking about the way a rudder would work as opposed to an oar. Might have to try it out in real life some time to completely understand it. Anyway, in the game I felt it counterintuitive (however real-life correct it might be). Is there a way to back up?
I was extremely impressed by the way you implemented the tutorial as part of the level. So much better than a dismissable UI window.
I also really liked the whole atmosphere, the monochrome world, the sound - it all blended really well together. Well done!
I agree with Zackavelli that the level design would benefit from more things to do, and less open space. Also, the reload mechanic felt more like a chore than an interesting choice or action, it felt like it was getting in the way without being fun itself. Maybe replace it with a simpler mechanic?
Otherwise, 10/10 would paddle in circles again.
Nice creepy vibes in this one. I do think that there could be some extra audio added when getting close to a monster, but I like the oddness of the mechanics and you explained them very well without slowing the player down.
I couldn't kill the first monster in the 3rd level because the gun wouldn't load the gunpowder at all, but I liked how the mosnter actually requires some skill rather than just blindly shooting it.
Something else that could be improved (which there might be in later levels) is a sense of urgency to reload & shoot while moving. The first couple of levels was just move, stop, shoot, move, collect ammo, stop, shoot, and you could stop for as long as you wanted with no risks.
I'm not sure where the reference for "skull island" came from, and it's not explained why you lost your arm, but I'm guessing you made another game in this universe that this is a sequel to? If so, cool tie-in but as a first time player it is a little jarring (why are we on the island? if we survived the island in the first game, why are we back? why are we only going out in a boat with one arm at night rather than daytime where it's probably safer? what's the story behind the monsters?)
But good job in setting a creepy mood :D