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A jam submission

Shell CollectorView game page

Submitted by qves3d — 1 hour, 34 minutes before the deadline
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Shell Collector's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#343.4673.467
Fun#592.8002.800
Overall#702.7072.707
Art#712.6672.667
Sound#812.4002.400
Innovation#932.2002.200

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Its a fun little game and the artstyle is cute. It was a little confusing at first trying to figure out how to attack (realising it was just dashing at the enemy). The game is fun and I wish there was more visual feedback/game-feel like enemies telegraphing their attacks. The stats screen at the end of the run makes it fun to replay. Overall, good job!

Developer

Thx for the comment. I really appreciate hearing about both the strengths and weaknesses of my game, thank you!

Submitted(+1)

I really liked the concept, and especially the variety of Shells. The atmosphere is also really good. I feel like the visual clarity was missing a little, like knowing what happens with each Shell or enemy. I think the pixel art is really good, and maybe fixing the colliders a bit would help too. The high difficulty fits really well with this type of roguelike game, I congratulate you for that, I think it is a really good project

Developer

Thanks for the feedback!

Submitted(+1)

There was a lot of depth in here! The ring out death mechanic is unique for the genre and there's plenty of enemy variety, which is pretty awesome! I also loved the drifting lights over the rooms-- they added an extra layer of atmosphere to the game to really sell the feeling of being at the bottom of the ocean. The game is also surprisingly unforgiving, which I enjoyed because it's the fair kind of unforgiving. The enemies and most of the items feel really well balanced! 

Two factors that frustrated me were the wonky aim controls of the bombardier shell and the existence of the shell-less form. These may be skill problems, but they still took me out of the experience. There isn't any indication that the bombardier shell is tied to arrow keys/directional movement, so coupled with the fragility and lack of movement options that it has it felt very frustrating to play. The range that was meant to make up for those options being absent felt too unreliable since I didn't know whether it would actually go where I wanted or off in a diagonal direction because of how I was moving. The shell-less form (unless I just couldn't figure out how to use it) has no way of interacting with enemies, so being knocked into it is basically a death sentence anyway. It feels strange that you don't just end your run immediately after getting your shell broken because there's no functional difference. 

That being said, Shell Collector keeps me coming back anyways. It's fun and easily replayable for sure.  I wasn't sure what to expect coming in, but now that I'm here I'll definitely stay beyond just a few runs. 

Developer(+1)

Thank you so much for the feedback. I never imagined anyone would delve so deeply into my game, thanks a lot!

Submitted(+1)

Cute pixel art! Love the blobfish boss sprite :)

Developer

Thanks for your comment

Submitted(+1)

Cool game! I liked that the different types of shells was an integral mechanic in the game. Very replayable!

Developer(+1)

Thanks for the comment. I`m really glad someone noticed this!

Submitted(+1)

Very neat rougelike! The only thing for me was probably making movement and combat feel a bit swifter overall! But was very fun to play!

Developer(+1)

Thanks for the feedback! This is my first roguelike. I’ll take all your great points into account and strive to improve my games in the future!

Submitted(+2)

Decently cool! Felt like the binding of isaac!

Developer

Thanks for the feedback! to be honest, I looked at Isaac as a reference when creating Shell Collector.

Submitted(+1)

I really like the concept and the map generation is really good.  Maybe the only thing I can think of working on is the pixel art of the shields and the pearls to match the pixel density of the map (its me being really picky but the game in general it's fun to replay)

Developer

Thank you for the feedback!