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Ocean's Four's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals / Art | #29 | 2.800 | 2.800 |
| Music/Sfx | #29 | 2.467 | 2.467 |
| Upliftment Factor | #31 | 2.467 | 2.467 |
| Creativity / Innovation | #35 | 2.467 | 2.467 |
| Overall | #42 | 2.400 | 2.400 |
| Theme | #46 | 3.000 | 3.000 |
| Smoothness / Polish | #56 | 1.867 | 1.867 |
| Gameplay/Fun | #61 | 1.733 | 1.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
how the game fits the uplifting theme?
Helping turtles reach their destination and saving them brings an uplifting feeling.
how the game fits the ocean theme?
You MUST help turtles get to the ocean!
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Comments
Without comments I was confused about gameplay as well. Though it was bit difficult for me to even save a single turtle. Maybe will try again later.
If not for the comments here, I would never have guessed that we need a pair of men to counter an obstacle. And I thought I’d tried everything! :P
I wonder if the UI could hint more at the need for two. Maybe like instead of the lightish boxes where men go, you have have three pairs of chairs?
hi score: A mighty THREE :D
Thanks for the critique. Yes, we had issues with testing, but we’ll take this experience into account for the new project. As a game designer, I still have a lot to learn. By the way, my record is also 3~
I see that you put the effort into making all the assets - congratulations.
The slots for putting the people are barely visible - consider putting frames. The insitctive understanding I had at first was to put the person on top of the obstacle.
I should be able to swap the characters. But for that to be possible you would need either to make each slot a container of two slots for each person or some other design.
I managed to get the right combination through trial and error (thanks to the smiley emoji feedback). I saw your first comment with a matrix - but where is it? It's not on the Itch page, not inside the game. This game needs some onboarding.
The obstacles change too quickly... It might be better to spawn one turtle, then the player clears the track (once cleared the obstacles are gone). If the turtle perishes or reaches the end, then spawn the next turtle. It may sound too slow but with some playtesting you can adjust the speed.
Overall, the game is in too rough a shape to be playable. I wonder if you can take a video of yourself playing it?
Good luck!
Thanks for the feedback on the game. Even though some aspects were unpleasant, acknowledging them is a necessary part of growth—and as a game designer, I will grow. Thanks for playing our game.
i kinda feel stupid, i see there's some logic to it but i can't figure it out
Nah, it's all good. I feel a bit silly myself about the game design, but the first attempt is always a bit rough.
I like the art style a lot! I struggled with the mechanics, but it's an interesting concept!
I’m really glad you liked the visual style and concept; we still have the mechanics to work on, and we certainly will.
I figured out that some characters had synergies, and that these seemed to change periodically, and also that these seemed to influence whether or not the obstacles were deactivated, but I struggled to coordinate well enough to get any turtles to safety. Maybe I'm missing something? Would love to come back and replay later if developer replies to this comment with some assistance.
Hello, I am the programmer of this game, I hope I'll be helpful) There are 3 types of obstacles: Seagull, Pit and Trash.
Player has 4 units to operate with. 2 of them counter one specific obstacle, I have a little guide to this system:
Based on this, units have emotions near their heads: they're happy if they do counter the obstacle, angry if not and confused if unit is alone.
Originally this game was designed to be hard, I will discuss it with our game designer, thanks for feedback!
This makes a lot of sense! I managed to get some turtles to safety.