Play game
Hydropter's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
Team members
NickyDoo1994, VinnySC10
Software used
Aseprite, Godot, Audacity, Moho.
Use of the limitation
We used a total of three colors for the entire game, no shades. Black, Blue and Orange only. Which are best for those who are colorblind as well.
Cookies eaten
An ungodly amount of twizzlers were consumed. Also Nutter Butters.
Leave a comment
Log in with itch.io to leave a comment.


Comments
Its simple and so cool at the same time. I really like all sounds, sfx and audio on the high level. Also I loved how main menu turns into fire and water bars. Really awesome work, u did a great job!
I've seen u used Moho, i didnt use this soft, is it really helpful for 2d animations?
Thanks for the feedback. I'm glad you enjoyed it. This is actually the first time I've used Moho and I was confused at first but once I learned how to rotate the blades it was really simple. I have some experience with pixel art and the most annoying thing I've found is that trying to rotate any image is just a mess. That's why I looked into moho in the first place. I've learned it has a lot of useful tools to make animating 2d images more streamlined. Definitely worth checking out in my opinion.
Fun game! I scored 820 points
Nice use of the three colors limit ! I liked the UI, and the music ! I was wondering, why the choice of "stars" (or crosses ?) as tiles for the map ?
Well the idea behind the images was pine trees as viewed from above. Perhaps that would have been more clear with green but our research showed that black orange and blue are colors that are pretty universal for various forms of color blind people to see. We figured making the trees blue like the water would make sense from a game mechanic aspect.
Nice game! A little on the simple side but I really liked the color synergy and I knew right away that I would have to refill my tank to spray more water!
I think the game is a bit too simple
in arcade gmaes i want to improve each time i play and there was not much room to improve in this gmae which is understandle after all this was made in 72 hours
and btw loved the menu music idk why
Wow, you've a nice collection of one line comments. I'm sorry to break the trend.
I think the music was surprisingly good for what my first impression was.
About the game, I wanna say that while it is nice and simple like this, where there is very little you can do, it is also to the point where a hypothetically perfect player would practically play the same way as a beginner, except that they have better memory. It's possible I'm wrong of course, if the strategy with which you guys play has actually changed over time. But I believe not so because everything you can do, you have to always do, there are no optional things.
For some game genres it's fine if more experienced players play in a simply more strict way rather than with high IQ plays. Think animal crossing or geometry dash. The former buys into it by being calm and relaxing, which your game is not, and the latter by making execution more difficult, which your game is, in my opinion, also not.
In believe arcade games usually get their draw from: "I know I can do better next time if do this and this", where in your game I won't go further than: "In move in cleaner lines" or "I need to react better to when the fire stops" or even "I need to get more lucky with where the fire spawns". Because these are all execution things I feel your game would most benefit from going into a strategic direction, which to be honest, increasing the FOV would already mostly accomplish. Why don't you try it, triple the zoom of the camera outwards and see how that feels. I believe you'll start to be able to move around more with more intention, and strategy will matter more.
Please don't take my feedback as me trying to say "You stupid, is bad game" because it isn't. The simple mechanics work well with the aesthetics and sound, and I think they work well for when you're tired and don't wanna think too much.
I appreciate the fully flushed out review, I would say you are correct on all points. This is the first game we have made for a jam where we scoped in ad narrow as we could to polish each element we do have as best as we can. We have had a few game where the unpolished bits ruined the rest of the game.
If we did continue this game, things like upgrades and fire spread would have been added. Maybe even a wider viewport being one of the upgrades. Thank you for playing, and giving a really good review that we can use to be better in future game jams.
I see what you did there...
On my first read through your comment, I thought what you're saying is uninteresting.
On my second read through your comment however, I think what you're saying is interesting.
About the fact that you wanted to narrow your scope, I think you guys did that effectively enough, but could maybe have been better, which I'll come back to.
The fire spread makes sense, however I wonder how much harder it would have been to implement in place of the current system, but I trust you had your reasons for omitting it. I do question whether it would add anything to the game. To make it balanced you'd have to drastically decrease the random placement of the fire, which would just mean you stay at the same place longer, which is less fun.
About the upgrades, you're right that it would massively increase the scope. But it would also greatly influence the identity of the game. Suddenly it's no longer an arcade game. The scoring system would break, seeing as a perfect score and a meh score are pretty close together point-wise, this could of course be fixed by making the scoring exponential. On the other hand, the way you can currently 'turn your brain off and just do the thing' lends itself well to the average 'play, buy upgrades, repeat' gameplay.
In fact, following that last conclusion, it could very well be that that's what's so jarring about the original version. You're selling it as an arcade style game, but it's missing the high skill ceiling those usually have. Instead the game is an idle-esque mindless progression loop style game, without the progression.
So if you guys were like: "We're gonna make this game with upgrades in an infinite progression loop" but then said: "You know what, let's lower our scope and not make upgrades" I think you guys missed the plank a bit. Instead you could've simplified the gameplay a bit further or done a bit less polishing, so you could add minimal upgrades, something like a speed boost, costing points, which are now permanent. Or you could've changed the genre, and add a bit more skill expression somewhere in the game.
You actually followed the limitation, madlad!
polished, simple and fun! got 903 (yeah, I suck)
super clean! did great with the arcade style and concept. great job :D
Nice little game.
Great experience with an appealing art style! I liked the game a lot!
A fun arcade game that really makes good use of the theme and limitation!
Very cohesive design that sticks with the limitation! Nice simple arcadey fun, good job!
Well done, nice artwork and catchy gameplay!
I really like it.
Interesting idea