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A jam submission

The Fish ScalesView game page

A difficult 2d platformer where you scale a mountain as a fish.
Submitted by kittens.are.software, ace24713, dozingpip — 6 days, 22 hours before the deadline
Rated by 7 people so far
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The Fish Scales's itch.io page

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Ai Usage

Human made

If you have competed before, how has your game changed?
The Fish Scales was originally submitted to Kenney Jam 2026 in July, but never before in Feedback Quest.

Since the Kenney Jam, we have kept the gameplay identical but added qol features such as keyboard and mouse support, dialogue clarity, and better rendering at higher resolutions.

We're specifically looking for feedback trying to evaluate whether this idea is good enough to pursue development into a full game. At the end of the game (~20 minutes) there is a link to a survey, we greatly appreciate if people could fill that out.

If you're streaming the game, feel free to dm or message us in the discord @ace (ace24713) or @dozingpip. If we're not busy we'll join your livestream!

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

Family Friendly

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Comments

Submitted

- "press [select] for quick respawn if you head a bad bounce"

A room with every bounce results in being bad.

OK, enough.

Submitted

This was a neat Rage Platformer! I was a bit surprised you gave players the option to reset to their latest pond, but I liked the mini-puzzle sections you made with this. You've got something going with this for sure. My main points of feedback would be:

  • Give the presentation another pass. The fish seem to clash with the world assets, and the starting screen, while definitely a great joke, is a bit overwhelming as the first screen in your game.
  • I thought the Flappy Bird section was a good bit, but I was surprised the game had more sections after this. It seemed like a funny way to end the level, and I found trying to get out of that section much more difficult than getting into it. 

Beyond those two notes, I'd say this was a fun jam entry y'all should totally expand on. Glad I got to check it out :)

Submitted

I kept this session to about five to ten minutes so I could play more jam entries and give more developers useful feedback. I played with mouse and keyboard, although I can definitely see why a controller is recommended.

The movement system is genuinely neat, especially the spinning, and it gives the game an interesting puzzle-platformer hook. The overall vibe is surprisingly chill, the music fits well, and the sound effects do their job. I would like a little more animation from the fish while it is idle, though. It is in water after all, so some gentle floating, fin movement, or current response would help it feel more alive.

Platformers are not normally my thing, so take the difficulty criticism with a grain of salt, but even the first level felt fairly demanding. Be careful with the visual perspective too, especially where the waterfall overlaps the map, because it looks cool but also makes it seem like I should be able to travel upstream. I would also let Escape return to a pause menu during gameplay. Finally, if fish colors are purely cosmetic, showing little stat-style ratings beside them is confusing because that presentation strongly implies gameplay differences. There is a cool idea here, and with more polish and clarity, I would absolutely play it again.

If you have two minutes, swim over to BEAT BAES and test-drive the spinning mechs. I would be happy to trade catches.

Swim into BEAT BAES · Send the catch report

Developer(+1)

Thank you for checking us out! Pretty much all of that is on our list of things to improve once we grow past our "48 hour game jam" version. The current framing is limiting, but sufficient for "testing the waters" for player interest. This also explains why the difficulty curve is so aggressive; I want to showcase the full potential of the game idea within our single 20 minute level. That said, I've seen some people struggle hard and others breeze through it in 10 minutes, so the perceived difficulty is very sensitive to experience level too.

Submitted

Maybe strange, but something to consider. I don’t play platformers typically, BUT I would be more likely to play this on my phone.

Developer

That's actually something we were considering... It's already totally playable on mobile if you ignore the compatibility warning on itch, but it's missing some important features like air control and quick respawn, hence why we don't advertise it. I've done a full game run on my phone before, so I can at least guarantee it's winnable.

Submitted

Very fun platformer. Played this with keyboard and mouse and it worked well. Interesting and creative levels. I think this could be made into a full game if you add more items like the fish scale that have interesting effects on either movement or the environment.

Submitted

This is a really creative game! I'm not very good at it, so I had a hard time making progress, but I still had a lot of fun and completely lost track of time while playing.

I think a little more guidance in the early sections, especially when the player gets stuck, would make it easier to keep going and enjoy the game for longer.

(1 edit)

Hi I'm LatinaStrike a streamer. This is my feedback about your game. If you would like to watch my stream where I played your game, I will leave the link below.

VOD Link on Twitch: https://www.twitch.tv/videos/2864977399

Timestamp for your game starts at 1:21:51

Overall Thoughts

Overall, I really enjoyed the game! I really like the visual style, especially the colorful look of the game and the intro screen. I’m a big fan of colorful games, so the presentation immediately caught my attention.

The movement took me a little while to get used to. At the beginning, I found it a little difficult to get the fish moving out of the starting area. Once I got the hang of the controls, it became easier, but I did feel that simply moving forward was more difficult than it probably needed to be. I’m not referring to the jumping mechanics  specifically just the basic forward movement.

That being said, the difficulty is also one of the things I enjoyed most. This is definitely the type of game that can make you want to rage quit, which I think is great for players who enjoy the extra challenge. Personally, I like games like that, and my community also enjoyed watching me play it.

I really liked that there are different types of fish as well. Having different fish that provide an even greater challenge is a great feature for players who want to push themselves further.

Pros

  • Colorful and appealing visual style.
  • Fun and challenging gameplay.
  • The difficulty makes you want to keep trying, even when you fail.
  • Different fish options add additional challenges and replayability.

Cons / Issues I Experienced

The biggest issue I encountered was a glitch near the top of the level.

The first time it happened, I thought maybe I had been disconnected or something had gone wrong on my end. Because of that, I played through the game again and made it back to the top. Unfortunately, the same thing happened again.

Both times, the game appeared to freeze and I experienced crackling audio. I’ll leave the VOD timestamps below so you can see exactly what happened.

Glitch timestamps:

  • 1:29:33
  • 1:37:46

I would definitely recommend watching those sections of the VOD because it may give you a better idea of what caused the issue.

Some parts of the VOD were muted by Twitch, I guess for copyright reasons on the music, I'm not sure.

Final Thoughts

Overall, I had a really good time playing Fish Scales. I genuinely wanted to continue playing and see what else the game had to offer, so it was disappointing when the glitch prevented me from continuing.

I could definitely see this becoming a successful game, especially for players who enjoy challenging games and don’t mind failing and trying again. The death counter is amazing addition in my opinion.

I’m giving this feedback from the perspective of a regular streamer/gamer. I don’t have any background in game development, so I can’t provide in-depth technical feedback about the game’s mechanics or development. I can only speak about my experience as a player and what I noticed while streaming it.

From my perspective, the game may need a little more polishing, particularly with the glitches I encountered and possibly the basic movement, but overall I really enjoyed it. The challenge was fun, the game looked great, my community enjoyed watching it, and I would definitely be interested in playing more.

Disclaimer: I’m using voice-to-text/speech-to-text to write this feedback, so I apologize in advance if there are any grammar, spelling, punctuation, or wording mistakes. I wanted to provide my feedback as naturally as possible based on my experience playing the game.

Developer

Hi! Thank you for checking out our game, I'm watching your playthrough right now and taking notes!

I can answer a few things now though:

  • The glitch you were experiencing is just poor performance. The Godot engine struggles a bit at that part of the level if you're playing in browser. The audio getting messed up is a side effect of the web version too (if you're curious, the web builds are single threaded so the audio processing is happening on the same thread doing everything, when one process chokes the others suffocate). The exe version has none of these problems, so it kinda slipped under our radar. I'm sorry you experienced these troubles, I'll see what I can do.
  • The music is this one: https://pixabay.com/music/beautiful-plays-smooth-waters-115977/ the license is supposed to be permissive, this is the first time anyone reported a problem like that... and for only a very small portion of the VOD too, that's strange. You can theoretically use the linked Content ID license certificate to dispute any claims, although I have no idea what that process looks like for Twitch, it was primarily designed for YouTube videos.

Thanks for letting me know. I will definitely give it another try by downloading the .exe.
About the music, thankfully I didn’t get a copyright strike the only thing was that they muted that part which like you said is weird because they only muted a section of it. Either way I enjoyed the game. 

Submitted

Not a great player myself, so it was a sweet kind of frustrating, but it kept me playing and I finished it. Liked the vibe a lot. The only thing: the camera pan gets a bit annoying at times, a small amount of freedom to pan would take it to a better place I guess. I think it can become a full game as it is, but I'd keep it short, something like 60 to 90 minutes feels right for it imo. 

Developer

Hey thanks for checking it out! Yeah, I'm not totally happy with how the camera turned out, I'll have to come up with something more robust for a full release.

Jam Host (1 edit)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is a really fun game. Like, this is REALLY fun. Every time I made it to the next pool of water, I was so excited! Then it suddenly ended and I was sad (which I did in just over ten minutes). I really want more of this!

In terms of feedback I can give to improve the game, I honestly don't have much. This game has good visuals, good in-game humour (You did not lie about there being nothing at the beginning and that cracked me up, especially when the "Told ya" appeared), and it's just a fun idea. I do have a few ideas, though.

For starters, I think having a sort of guide to show the angle the fish is going to fly up to a certain distance away would be good. That way, the player has some sort of idea about where they're going before they launch. A lot of my failures were because I kept making the exact same shots when I thought I had made a tweak, and a guide to give me an idea of where I'm going would help solve this problem.

I also feel like there should be a better way to swim in water besides just spamming one button. Perhaps a second button that exists only for swimming in water that won't let them shoot out of it? That way players can hold that second button until they're position instead of needing to spam the same button they're going to use to fire into the air?

Honestly, this is all I can think of. I can't wait to have more of this to play!

Edit: I forgot one thing. When I downloaded the game so I could play it off browser, I noticed that part of the window is cut off on the bottom. Something tells me that's not intended, or at least that the game needs the ability to be put into full screen.

Developer (2 edits)

Thank you for the kind words! I would love to see the VOD once you have it, 10 minutes is pretty quick relative to my other playtesters, you must've taken to the game pretty well, that makes me happy :)

We will probably add an angle guide in an update, enough people have asked for that so I clearly underestimated the qol benefit of it, oops.

Having hold to swim on a different button sounds pretty reasonable too, I'm kicking myself for not thinking of that on my own. But I probably won't sit down to figure that one out until we have more levels to play in. Expanded underwater sections are on the drawing board anyways, so it'd go right along with that.

As for the window being cut off... I'm honestly not entirely sure what you mean by "cut off", but I guess I can't reproduce that one since it looks normal to me. Might be desktop resolution specific? The window is resizable, but the game is locked to 16:9 ratio, so for example if you have a 16:10 monitor it would add black bars to the top and bottom if that's what you mean. Oh and Alt+Enter should work to fullscreen the game, I don't advertise it because that also hides the all important close button and I haven't added an in game quit button yet, but it's a fairly common key combo regardless.

Edit: Oh... I think I get it, you have a 1080p monitor, the game loads in a 1080p window, but the OS prefers to nudge the title bar into view, so the whole game gets shifted down by a few pixels on load. Yeah... the maximize button should fix that too, but I'll think about a way to make that better, probably just a godot configuration option I can set somewhere.

Submitted

The joke stat cards on the fish select screen are great. Precision jumps are very hard with mouse and keyboard though - some aim assist for non-controller players would help.

Submitted

I played this and really enjoyed it!  I like this game's grapic,Because my game's grapic is bit similar 

One small thing: when a fish touched land, I ended up waiting quite a while for it to get back into the water, and I wasn't sure what to do during that wait. I think shortening it a little might help the game keep its pace.

Nice work, and good luck with the jam!

Developer

Thanks! There is a quick respawn button (select button or R key), but I've seen a few playtesters miss the tutorial prompt for that, so that's something to work on I suppose. When we shift to working on the non-jam version I'll be sure to have a more robust system in place too.

Developer (1 edit)

We're looking for feedback on our short Jam project, trying to evaluate whether this idea is good enough to pursue development into a full game. At the end of the game (~20 minutes) there is a link to a survey, we greatly appreciate if people could fill that out.

If you're streaming the game, feel free to dm or message us in the discord @ace (ace24713) or @dozingpip. If we're not busy we'll join your livestream!