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Terror on the caSPIaN sea's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Seriousness | #766 | 3.625 | 3.625 |
| Creativity & Theme | #841 | 3.688 | 3.688 |
| Audio | #955 | 3.188 | 3.188 |
| Overall | #986 | 3.375 | 3.375 |
| Visuals | #1245 | 3.312 | 3.312 |
| Enjoyment | #1281 | 3.062 | 3.062 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
This is not at all what I was expecting. I'm not sure what I was expecting, but it wasn't this!
I'm mightily pleased that I managed to finish this because I quickly got the impression that it's a tricky game. I managed to one-shot the first two levels and the third took three attempts. This doesn't sound or feel too unreasonable, but it definitely felt tough.
My strategy in the end was to more or less treat the two tentacles as a single entity, move them close to one another slightly offset and then just repeat the same movements for both hands. I think realistically that's the way for most people to get their head around it, as the mental dexterity to control both independently isn't too common naturally without training it. I didn't engage with the dive mechanic at all as I was a bit overloaded.
I think with the power of hindsight, I might have preferred the main game to just have had a single tentacle and perhaps you could have had an 'insane' mode or something with the double in there? Not too sure. Regardless I managed to finish it, so the tuning is alright for me :D.
I like the graphics and audio, it all felt nicely cohesive and nothing felt out of place. I really like menu system; sure there's the small menu bug, but that's hardly an issue. The tutorial was great for me; I know lots of people hate written tutorials, and while something within the game itself is usually better, I felt you laid everything out with clarity and brevity. The little niceties like the volume sliders and even alternative music is a lovely touch.
The gameplay loop itself is really engaging, like face hugging the monitor engaged. It's stressful and difficult but that's kinda the point. It held my attention and felt great when I cleared a level. I note some other commenters had problems with creating whirlpools, but I had no issues, so I guess mileage varies on that one.
I think the game is the perfect length, and it doesn't overstay its welcome at all and ramps up in difficulty nicely without spreading itself too thin.
I think truly the only weakness is the ambidexterity requirement. It's something that people either have or they don't. And in the context of the jam, it might not be something people can pick up fast enough. As such I imagine there's a portion of players who've picked this up and just bounced right off. It's no real fault of you, just a difference in one's brain I think. I myself made my game way too hard and largely impossible without instructions, so I definitely feel the pain of making something that no everyone is able to play and complete.
However, I enjoyed this, and found it very satisfying to complete. It's an underrated gem for people that enjoy these sort of chaotic hand-eye game. Thank you.
Wow, thank you so much for playing the game and all this feedback!
I will try to figure out a way to give less of a mental load to the player, after seeing all these comments I do agree that controlling both tentacles at once seems like too much.
I hope you have a wonderful day and good luck in the Jam!
I like the concept of having to use both hands to control two things on the screen! I can see a lot of thought went into this, with a variety of pickups and ship types, etc.
However, some things stop me being able to enjoy the game to its full potential. I got lost on what was happening sometimes. My right tentacle ended up looking like a black spot and I didn't know why or how to restore it. Also, I cannot tell what the orange and green bars are for, unless I read the game's page.
Once my left tentacle ends up on the right side of the screen and vice-versa, they become hard to control. Could you maybe add an L and R on them, or find a different solution?
If you add more visual and audio feedback to help differentiate what is a good thing (pick-ups) and what is a bad thing it will help. Also, instead of colour-coding them, I would change the design to explain organically what they do. For example, the antifreeze barrel could have a label with a snowflake in a shield, the speed boost one could have a double forward arrow, etc...
Another thing: can you actually destroy and wreck the ships? I am a kraken, terror of the sea, I want to be able to wreck havoc! A good amount of destruction on screen with matching sound effects would make the game even more enjoyable in my opinion.
Overall, a very good foundation for a cool game. Serious work here.
Hello, thank you for taking the time to play my game and leave such a detailed comment!
As for the bars & the tentacle turning black - these things are explained in the 'how to play' section of the game, which admittedly does have a bug right now but you can still read all of it if you flip forward two pages and then back to the first (this will be fixed as soon as I can edit files again, it's already fixed locally). But the tentacle turning black is an ability called 'Dive', its to avoid icebergs. You activate it with 'E' or 'U'/Shift.
Yes, a few people have suggested differentiating the tentacles more. I'll for sure work on that!
There is a powerup sound, I'll look into making a 'frozen' sound for hitting the icebergs. As for differentiating the barrels more - I was working on more art and animations when the deadline hit, I just ran out of time there. I wanted all the ships to be different sprites too, not just re-colors.
I mean, you can destroy the ships with whirlpools, but I assume you're asking if you can destroy them with just your tentacles? I feel that that might make whirlpools kind of pointless, which is supposed to be the main mechanic. Maybe I could make another powerup that lets you do that for a limited amount of time?
Thank you again for your time and comment! Have a wonderful day and good luck in the Jam!
Good take on the theme! I specifically like how you have to use both hands in this, feels squidy to me. The core mechanic was easy to understand as well as the ships and upgrades. If I had to suggest one thing, more distinction between each tentacle to better differentiate between them would help.
Thank you for taking the time to play my game and your feedback! Yeah, you're not the first to suggest differentiating the tentacles more, I'll definitely look into that once the Jam rating period is up. Have a wonderful day and good luck in the Jam!
Oop mb, didn't mean to double dip on suggestions! Went back and played again, a few other thoughts i had:
Thank you so much for the additional feedback!
Thank you again for taking the time to look at my game and offer feedback!
(Also, side note, try typing "spin" on the title card. I don't think anyone is going to find that without me telling them, lol)
S P I N !
(now i wish i had an easter egg like that lol)
Really interesting way to interpret the theme! I was jamming to the music for a bit before I even started playing hahaha I definitely don't have the hand-eye coordination to operate both tentacles very well, I would so easily get confused which tentacle was tied to WASD vs the arrow keys. But I found if I just tried to keep them together and move the same direction with both of them it was a lot easier for me and I could get enough points to progress. Some great art and a really great entry for the jam!
Thank you for the compliments! I'm glad you liked the music, it was just me messing around with BeepBox and not really knowing what I was doing, haha!
I'll look into some way to differentiate the tentacles more!
Thank you so much for checking out my game! Have a wonderful day and good luck in the Jam!
Love the theme and interpretation on the theme! Control feels very loose and chaotic, but has a certain manic predator feel that helps convey the character of the kraken. Difficult feels very well-balanced
Thank you so much for taking the time to try my game and leave a comment! Thank you for your compliment on the theme and the (totally not intentional) characterization of the Kraken! I'm glad you found the difficulty well balanced, I've had a few people tell me it's too hard during playtesting, but then I made a few changes (before powerups could only spawn from ships hitting icebergs, not if they hit whirlpools, things like that) and I was afraid I might have went too far in the other direction. Have a great day and good luck in the Jam!
I couldn't for the life of me make a whirlpool. I dont know what I did wrong :(
Besides that the game seems really fun!
Thank you so much for taking the time to try it! I'm sorry you couldn't make whirlpools. :/ maybe your circles were too small or too big? 'under the hood' as it were, the play area is a grid of 16x16 pixel spaces, every time a trail spawns all it's neighbor spaces 2 away in the 4 cardinal directions check if they're surrounded by trails in all 4 cardinal directions (2 away) & there are no other whirlpools in that range (this check includes diagonals). So if your trails were all in a single grid space you wouldn't spawn one, or if they were more than 5 grid spaces apart from one another it also would not spawn one. I originally tried to have the spawning check also check diagonals, but that made it so whirlpools were spawning any time you turned and made like an "L" shape.
Anyway, thank you for saying it seems fun even if you didn't really get to play it, lol! I hope you have a wonderful day and good luck in the Jam!
The strategy I used was to have a tentacle on the top and one on the bottom and just kinda hope I made enough whirlpools to sink the ships lol. Ended up losing only once in the last level. I think the whirlpool mechanic is very cool and unique, but it felt hard to really control it. Good game, but could use some retouching
Thank you so much for playing my game and your feedback! How the whirlpools work 'under the hood' is that if there's a trail in all 4 cardinal directions (no diagonals) of a grid space and no whirlpools within 2 grid spaces in any direction (even diagonal) one should spawn. I originally tried to allow for checking diagonals to spawn a new whirlpool but it lead to being able to spawn a whirlpool by making an "L" shape, so I scrapped that idea. I'll try to make it a little more forgiving! Have a great day and good luck in the Jam!
Its hard to adapt but its really fun and intense. Great artwork and music. Good use of theme. I had this small bug in how to play section where all the text comes onto screen at once. But its fine as if i click few times they get sorted.
Good work
Thank you so much for your feedback! Thank you for the compliment on the art and music! As for the bug, I see what I did. I had the wrong page set to visible when I saved it, so it shows page 3 instead of 1 when you first load it, and it doesn't try to turn off page 3 until you go to the actual page 3 then turn away from it. Nice catch! Too late to fix it for the Jam but I'll add a note in my description. Have a great day and good luck in the Jam!
It's kinda hard, but not impossible
Thank you so much for checking out my game!
Yeah, a few people have commented on the difficulty, I suppose I'll tune it down some after the jam rating period.
Man this is really tough. Maybe a bit too hard to meaningfully control both tentacles at the same time, especially with how fast the ships are.
Thank you so much for checking out my game! I'll for sure rate yours, I'm just waiting for Itch to stop being so slow before I start doing ratings, lol.
As for difficulty - Yeah, I found in playtesting that if you focus on one tentacle at a time it becomes much easier. I tend to have one on each side of the screen and just switch between them to intercept ships coming from the other side. Maybe 1 tentacle would have been better - but it kinda didn't make sense to me to only have 1 since one of the things about Krakens is, well, they have a lot of tentacles, lol.