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A jam submission

Goobie's Shell HuntView game page

Submitted by Viper1618, rokauffman, paradoxoftrees, jobsite (@7appy7ailor), theresalynx, ColinHart — 1 hour, 29 minutes before the deadline
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Goobie's Shell Hunt's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#522.9442.944
Art#533.1113.111
Overall#562.9222.922
Innovation#622.7222.722
Sound#632.8332.833
Theme#693.0003.000

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+3)

Love the unique mechanics implemented such as the weapon being used as a light source as well. The game was very good. Very well done!

Submitted(+3)

The sonar ability was really unique and was cool to use, and the game in general felt pretty smooth :D The abilities like walljump were really nice too and were implemented really well. Good job!

Submitted(+3)

Very good game! Overall I had a good time, and while it was a bit confusing in moments, even while confused the solid controls, incredible art direction, and good music all kept me moving. While the theming was visually all there, I didn't really feel anything shelly here, though the game is incredibly fun. 

Submitted(+3)

Really cool game! The sonar and lighting was what really sold it as something unique. 

Submitted (2 edits) (+3)

Oh my, this was my favorite so far! Super cool and engaging game, love all the different soundtracks, as well as the sound effects. The world design is gorgeous and the sonar thing in darkness, everything is just overall creative and well done! Good job, I really enjoyed this one!! <3

Developer (1 edit) (+1)

Thanksss so much! Yeah it took a lot of adjusting to figure out which soundtracks go and leveling out audio stuff.  Tons of audio components. So glad you liked it :]

Developer(+1)

Thank you. Means a lot!

Submitted(+3)

I gave up after a few retries on the section with mid-air jump, but its's fun! 

(+2)

A really neat little game, I did enjoy the visuals and lighting and I thought the platforming felt clean and responsive. I do think there are some things the game could benefit from, like UI indicators to keep track of lives and items collected, and maybe have the hazard tiles lowered a bit so you don’t just suddenly walk into it? (The darkness makes this happen pretty often). Other than that this is a pretty solid platformer, w goobie 🔥🔥.

Developer

Thanks for checking out our game! Good suggestions, we considered creating some sort of indicator for the items you collected, but decided against it since we thought it might have added too much clutter and the player could infer abilities they had in the moment. A UI indicator for lives left is a very good point. We also could have made the hazards better indicated.

(+3)

Really solid project. 

(+3)

this game was a lot of fun and the controls were very intuitive 10/10 would play again

Submitted(+3)

Very smooth, and runs without any problems at all!

My favorite bit of the game is the gorgeous lighting for sure. The flying, green glowing particles look really cool on the screen, as does the light function. I will say I was confused as to how the light function worked at first, for some reason I initially thought it was pinging shells I hadn't uncovered yet... I'm pretty sure this is a me-issue though, lol. I also loved the glow-y look of the shells, pretty stuff!

The player's movements feel so smooth and well-built, and I enjoyed running around a lot because of how smooth it all felt! The jump is my favorite, it's so so so smooth and slightly slowed, which helped make it feel properly underwater!

To be honest I quite liked how dark it got, even if disorienting, because it feels like the point of this game is to be a little disorienting. Like you have to go out of your way to dispel the darkness with the light feature. Otherwise, it'd be far too easy to find the shells.

Overall, I have to say that the controls are smooth, and the lighting is beautiful!!! Really enjoy the look you guys went for.

Awesome platformer :)

Developer

Thank you! It was fun implementing the algorithm and emission effects for the boids (green particles), plus all the lighting effects throughout the game. Yeah, we could have explained the function of the echo tool better when you get it.

Submitted(+2)

feels pretty well made

Developer

Thanks.

Submitted(+2)

The movement felt pretty responsive and smooth, and the light ping mechanic definitely added a bit of spice to the usual platformer formula! If I had one critique, aside from some performance issues with the light ping, it would be nice if the sound effects for jumping and other common buttons/mechanics would cycle through a couple variations, to help prevent them from growing repetitive and being a bit hard on the ears.

Developer (1 edit)

Thanks for reviewing the game. Given time constraints we were a bit limited with audio and SFX, but I've tried implementing a fix by randomizing the pitch of those sound effects to mitigate the repetitiveness.

Submitted(+1)

Personally I felt this game was not for me, but I thought the ping effects looked really cool. I disliked the darkness because it got me a little disorientated. 

Developer

Thanks for the feedback. We tried to make the darkness less extreme by pulsing a global light (alongside the echo tool to reveal focused areas) to allow the player to catch glimpses of the entire level, but I can still see how it's disorienting, especially given the need to coordinate where to platform to next.

Submitted(+3)

I love the echo idea! It just kept lagging my laptop tho. The sounds were very cute and Goobie is so silly. The scale tweens were a great little addition! I unfortunately couldn't find all the shells so I couldn't open the door :(. Great game nonetheless!

Developer (1 edit)

Thank you for the praise. The lag likely stems from how we implemented the echo ping, where we used URP spot lights along the wavefront. In hindsight, a better design would have been to create a custom shader like how we made the jellyfish and boids glow. We've attempted to fix the performance problems by lowering the light count and disabling shadow casting for the ping lights. The problem with being unable to progress in one of the levels has been fixed.