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Jeff_the_surfer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #83 | 2.167 | 3.250 |
| Presentation | #102 | 2.000 | 3.000 |
| Use of the Limitation | #103 | 2.167 | 3.250 |
| Overall | #108 | 2.042 | 3.062 |
| Concept | #109 | 1.833 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
2 people : a game programmer (Nicolas : https://www.linkedin.com/in/nicolas-bei-b465a2320/, and "palazino84" on discord) and I as a 2D artist (https://t-m-serna.itch.io/)
Software used
Unity and Gimp
Use of the limitation
We used 2 colors by sprite. As the attacking tentacles are separated from the body, it is still 2 colors :-)
Cookies eaten
I think something like 25 (for me), Nico was working remotely so I couldn't see him
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Comments
Congrats on getting the game in for the jam! (even if it wasn't on time, my teams submission wasnt either lmao)
I feel bad because I don't want to rate a game harshly just because it frustrated me, so I'll start with some decisions that I liked.
I think the decision to have the birds not deal damage, but only "confuse" the player is nice. It leads to a few situations where the player can decide to take a riskier path to avoid getting hit, or just take the confuse to avoid taking damage. The game also has nice progression where you start with the fish, then the birds are added, then the octopus comes. A smaller but still good decision was giving the player a bit of control of their jump height by holding down spacebar. I do wish there was a little more control (able to go higher or lower), but having any control is good in a game like this.
However, there are a few game design decisions and oversights that made the experience feel a bit unfair, mainly in the sense of communication. (Note: this is all my opinion so grain of salt of course)
Firstly, it is hard enough to dodge the fish when you can see them, but not knowing if they will appear right under you makes it even worse. If the player has no way to tell where a fish will appear or no warning it becomes much harder to make informed decisions and can lead to it feeling random, or player feeling cheated. Secondly, the reverse controls effect, while cool, needs a bit more in terms of telling the player when it will end, or at least not punishing them for holding a direction when it ends. There were multiple times when I was playing where I would be holding forwards to go backwards, then the reverse would end and I would run into the fish anyways. There is also a bug with the reverse controls where if the player gets hit, their pallete is set back to normal but their controls are still reversed. Finally, the octopus needs some sort of animation or warning before its tentacles come down. In a game as chaotic as this, a little animation or something to draw the players eye to the tentacle that is about to fall is very helpful to help the player have the best chance to react and plan around what is about to happen. The hit box for the tentacle is also pretty unclear
Other game design decisions that soured the experience included: pretty large hurt/hitboxes for the player and enemies which made it feel like I was got hit in places that I shouldn'tve, fish generation that felt a bit unfair, the player falling much faster than the fish leading to me running into fish I thought I had already jumped over, and a lack of sound giving less immersion and weight to actions.
Apologies for the wall of text, again congrats on finishing the jam and making games!
Thanks a lot. No problem for the long comment, it is very informative! I agree with a lot of what you said. The game is kind of frustrating and you pointed things very accurately like the fishes coming below the player. It could be more interesting for the player to learn the pattern of apparition of the fishes. It is like playing a Megaman game without knowing this kind of things.. It would be just impossible and nobody would follow playing it! We wanted an oldschool vibe but the difficulty was too much! I thought also -and my friend too- changing the face of the octopus just before he attacks, but I forgot at the end. And yes : it is a good idea to give an indication to the player when the inverted controls effect ends - like flashing quickly the blue color just before it ends. Finally, there is a version with sounds that we could share, it adds a lot to the experience even if it is pretty simple.
Thanks again for playing and your feedback!
I like your game, it is very cool. It took me a bit of time to understand where I had to craft the objects, but then I had a great time. The art style is also very nice and I like the mood.
I should have explained better : I had to understand the different steps and places to craft the objects. But of course it is the point of the game. So it is better like this! If all was said before I wouldn't have the interest of finding it myself. The step I was missing was the one just after the log. Then everything flowed well, and in rythm :-)
Congrats and thanks for making this nice game!
Gnarly 馃槑馃
Minor complaints:
The play button isn't where it says it is, i don't know how to start the game, i just randomly pressed and it worked
Y檀蛣虌虠o谭虄虄虠贪u谈蜐虋虦蜌 谈虊虝汰台L潭虉抬i痰處虛挞e檀虇獭毯d檀蜎虝蜄袒 痰虋虇蛿T谭蛺虣o谈蜅泰 痰叹蛵M谈蛼蛢摊e痰虄虉毯 The movement buttons aren't Q and D, it's A and D
When you die (at least to me) the only way to reset is quitting, you can easily change scenes in unity and you should probably have added a reset functionality (especially since i can't press the start button) though it's funny to see the character dead and the game just continuing
otherwise really cool game!
Thanks for your comment!
- about the play button, it's a bit strange, maybe it is something about your screen resolution. We made the game for 1920x1080 resolution.
- A and D can be Q and D, depending on your keyboard. We worked with an european keyboard (AZERTY). In USA you have a QWERTY. Sorry we didn't think about that.
- My friend said that with "R" button you can return to the main screen.
Thanks for the feedback! Possibly we will post an updated version later.
cool!
Thank you!