Relaxing and fun to play. Like the vibe!
Play The Sea Maiden
The Sea Maiden's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #25 | 3.773 | 3.773 |
| Overall | #60 | 3.500 | 3.500 |
| Graphics | #67 | 3.727 | 3.727 |
| Gameplay | #158 | 2.909 | 2.909 |
| Innovation | #192 | 2.818 | 2.818 |
| Theme interpretation | #206 | 2.955 | 2.955 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/WithenaStudio/GameOff_6/tree/main/GameOff_Secuela
Game description
Catch some fish, upgrade your fishing rod and ship and listen to the radiowave messages to find out about the mysterious Sea Maiden.
Theme interpretation
The concept of Waves is used in the setting and the narrative. Because you play as a ship sailing on a sea full of WAVES, and also, when playing, your ship radio constantly receives RADIOWAVES coming from the lighthouse.
Comments
Cool game. I liked the art a lot. The gameplay was a little lacking - maybe a fishing mini game would have made it more interesting - but the radio idea that gives the player initiative to explore further was great.
I like this game. The music and visuals fit nicely. It would help to add some visual feedback when catching a fish. But overall, it is a good game for people who like cozy and peaceful games.
Nice game! The audio was amazing, both music sfx and voice. The art style is also really cute!
I am compelled to check out these boat games. This felt like Dredge meets Firewatch. Nice little vibe, the audio logs are essential to keep things interesting. I couldn't tell I was catching fish at first, I didn't notice the counters or SFX, I expected to see the fish on the hook when successful. I enjoyed my time :)
Great game there! I really like the audio! The radio messages are a great touch and it really helps balance out the sadly rather boring gameplay, I think gameplay wise it'd benefit a lot from added mechanics/systems. But overall I enjoyed my time, the presentation of the game is superb!
Had a lot of fun! It felt extremely well-paced for its length, no chance for it to overstay its welcome. All the art and audio really helped make this as charming as it was.
My only critique was the feedback on fishing: mainly that there seemed to be no clear audio queue that the fishing was successful and the fact that the fish counter goes up as soon as you hit the button, rather than when the hook starts to go back up. I would press the button and then stare at the counter, thinking I wasn't catching anything. Took me a bit to realize when exactly the fish got added.
Nice look. It would be helpfull to add some graphic when you catch the fish. After few try I thought there is some bug and I cannot catch a fish, but it turn out that it is only visible in inventory menu.
Wonderful entry! Superb voice acting and very nice music. I also liked the cute graphics - they were perfect for the overall feeling of the game. The concept reminded me of Firewatch, but with a more twisted ending :) the messages really help to break down the monotony fishing
If I had to give some small suggestions - you get a sound for successful fishing when you hit e correctly, but the sound of the rod getting up is much more noticable and it's the same if you suceed or fail. Also, I thought there is not much point to progress to deeper waters before upgrading the more expensive rod - since half of the fish in the deeper waters require it, and you have access to the less valuable fish already
But those are nitpicks for a really charming entry with perfect length. Good job!
One of the better entries so far. Story bits did help a lot.
Fishing itself felt a bit wonky. It sometimes felt weird how close I had to swim to the fish untill "E" shows up.
Best pixel art I've sen so far holy cow! Only suggestions would be to have some smaller optional upgrades like fishing speed or boat speed just for QOL, maybe use whatever your engine's equivalent of a Lerp() function is for the movement to make it smoother and I could use a more implicative final cutscene. I think just seeing a monastery face is less impactful than a doorway with one two many hands holding the doorknob or a set of eyes in the darkness that aren't quite human. But those are pretty minor gripes, the setting, pixel art, voice acting, and vibe are all impeccable, good work!





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