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Mermaid Cleanse's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #4 | 4.750 | 4.750 |
| Audience | #7 | 4.000 | 4.000 |
| Impact | #8 | 4.000 | 4.000 |
| Synergy | #9 | 4.000 | 4.000 |
| Theme | #11 | 4.250 | 4.250 |
| Overall | #12 | 3.972 | 3.972 |
| Gameplay | #14 | 3.500 | 3.500 |
| Concept | #16 | 4.000 | 4.000 |
| Production Plan | #17 | 3.500 | 3.500 |
| Scope | #19 | 3.750 | 3.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Name
ReyDahlia (Idk, how do you name a solo team?)
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Comments
I really like the artwork in this game so far! I also really like the way your team is incorporating real information into the game - it's a great way for people to learn while keeping things fun and engaging. Wishing your team the best!
The art and gameplay look fantastic! I love the info boxes that feel natural to the game!
Thank you for checking out the game!
Amazing pixel art! I love the underwater, it's amazing gameplay art, environment.
The overwolrd I didn't understand yet, so need to see more. I got the idea of double-game tho I loved the underwater so much, I'd buy this game!
Small feedback on UX:
- make spacebar equivalent of "Z"
- after getting item, i dont think player should press "Z" again. Confirming after reading the pop up should be enough, then after animation game should play normally :)
Confirming after animation was quite counterintuitive
Thank you for you comment. The reason for the current double press is due to a missing feature in this build where after confirming an item, it will slide into a corresponding slot in your collection. You can then view your collection and press Z again to dismiss. This feature is now working in the current latest build so stay tuned for the sprint 3 version!
Will consider alternate control schemes and ways to make it more accessible
Really nice pixel art. Some smooth styling already on the UI so early is going to pay dividends for you as you develop this further. If I were to make a recommendation for you at this point, it would be nailing down the swimming of the mermaid, the full stack from input to feel to animation. I think making her swim feel amazing now and getting it just as you imagine its full potential is going to be the best force multiplier for your game and show you which way to go from here when it comes to level design and everything that comes after. I am also intrigued to see how the dryad garden will evolve. I imagine our heroine will pop her head out of the water and deposit her sea treasures for them to make use of? It's a clean loop with some real nice potential and fits the climate themes nicely.
Thabks a lot for the detailled feedback. Currently struggling to achieve a smooth sensation for the player character due to using hard individual frames for her motion and attacks. Will be looking into upgrading the main look by using skeletal animation instead while still keeping pixel style. Also will place high focus on making traversal and combat feel nice.
The art and player animations look great. I really like the info boxes when you grab the items - it does well in teaching the player more specifics instead of just 'trash in ocean = bad'
Appreciate the kind words. Will be looking to inform more about specific items and their effects in the full release with more detailled descriptions
The artwork is really nice. Looking forward to the underwater combats. Sound is missing at the moment.
Thank you for your comment. Sounds are things I'm still working on and will be added in a sprint 3 build