Play Sandal Dash
Sandal Dash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound/Audio | #2 | 4.000 | 4.000 |
| Visuals(Graphics) | #7 | 3.600 | 3.600 |
| Overall | #10 | 3.200 | 3.200 |
| Fun | #10 | 3.000 | 3.000 |
| User Interface (UI/UX) | #12 | 3.400 | 3.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This lends itself well to being a good simple mobile game. The beach feel was cute and worked well. The graphics and audio were nice and fit the feel of the game.
The SFX for collecting the seashells was a little quiet compared to the other ones; balancing the sounds a bit more would be nice. It would also be nice if there was a different SFX for your player losing a star and the rocks hitting something to help convey information.
I liked the tutorial. It did a good job of giving the basics.
It took me a bit to figure out how the stars work. I acknowledged that collecting the seashells made the seashells number increase, and started actively looking for stars and shields. When I didn't see any stars, I realized it was probably connected to moving the sandals when in the wrong direction or getting hit by a crab. The shields took me a little longer to figure out. I went through a few levels before clicking on the crossed swords and learning they were a shop. I had thought the swords were a combat mode or a leaderboard, not a shop. You might want to change the icon to a dollar sign, a building, or similar to better convey what it is.
Having a face paced, endless mode and a slower paced, puzzle-like mode was a nice touch. I thought they both worked pretty well.
Fun game. You just need a little time to understand how to play. At first you might think tapping on the left moves left and tapping on the right moves right, but once you get used to the controls, it plays well.
Hey, It's good mobile game!
I like how you designed tutorial I got the idea pretty quickly.
Gameplay is good, game could be challenging when you want to do this quickly but I sometimes got feeling there could restriction how wich direction you must point with your shoes not only two option.
I feel there could be more variety in the game after few levels you start loosing motivation because game is too repetitive, but core game loop is a good base.
Visuals and music are great! Feels good!
Congratulations on your submission! Keep working!
I'm grateful you incorporated keyboard controls for desktop. It matches the flow I'd feel on mobile, I think.
The UI is easy to understand, but I wish it were easier to tell which levels I already did. I was wondering for a while why level 7 was locked, only to later realize I didn't do level 6 yet.
I understand that the game is meant to be taken slow, but I enjoyed going fast and kept feeling an impulse to do so. Bumping into crabs was way more fun than trying to avoid them. At some point, with so many obstacles and all the waiting I needed to do, the game went from fun to exhausting. I ended up with 15 stars, and didn't feel like getting the other 15 to unlock the last level.
Have you considered adding a timer and making this more of a time attack kind of a game? My instinct tells me it's an angle worth exploring.
Thank you for playing and for the suggestions! The initial game (the one submitted for the GameOff2025 jam) had a tidal wave chasing you. But most of the comments mentioned that it was too difficult. So, this version includes Endless Mode, where there is constant pressure from the wave, and you play for the high score (which is local for the moment). The "normal mode" is more slow/casual. The intention is to have an option for casual players and for "action" players.
I agree that bumping into the crabs is more fun. I added some power-ups in the store that you can get with the seashells. For example, you can throw rocks using the "rock sandals" to kill crabs.
Thank you for the observation about the level selector screen. I am going to add an indicator or animation to show which level is next.