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A jam submission

O Kraken! My Kraken!View game page

Submitted by ThatPool, areebabeera, Sophie Posse — 1 hour, 55 minutes before the deadline
Rated by 7 people so far
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O Kraken! My Kraken!'s itch.io page

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How does your game interpret and use the Theme / Halloween?
Creepy nighttime atmosphere. Fight the monster that comes out at night.

Game Engine?

Unity

Graphics & Audio: What did you create or use?

Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)

Have you participated in a game jam before this one?

Yes

Roughly how much time did you spend developing? (in hours)
18+

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Comments

Submitted

Finally got around to trying yours! 😊 The dark cabin, moonlit window and little girl make a really unsettling scene.

I tried Easy twice but didn’t last long! A short practice round with one tentacle would help me get used to where and when to slash before facing several at once. I’d also love to see how long I survived on the game-over screen. Nice work to the team!

Submitted(+1)

The bedroom setup grabbed me right away, with the kid in bed and red tentacles curling in from the dark while the knife follows the cursor. The gold title art and the spooky room sell the nighttime monster idea well. My constructive note is that the difficulty spikes fast, since even on Easy I was overwhelmed once several tentacles came in at once, so a slightly gentler opening wave would help new players learn the slashing rhythm.

Developer

Thank you for the constructive note! I will work on improving the pace.

I know people don’t want to think a lot while playing the game but if you notice it closely, there’s a delay for them to stay and then leave and the faster you hit them, the faster they come back and I loved the idea of letting player control the pace if they just time it a bit more carefully (higher wave or difficulty means higher chance that tentacle stay only half the duration of its normal duration).

But yeah I should have focused on making the game more fun to complete than to be challenging based on how good is player’s reaction time.

In the end, Just think of it that way: You have a good reaction time that’s why it was harder to manage :D Now figure out a way to control the pace of the game :P

Submitted(+1)

This was a short but fun game, looks really great, i loved the artstyle even though it had minimal assets and animations. It really sold the ship atmosphere for me. The music was also perfect for the theme and the chaotic slashing, great job on that! I won on easy, but hard was too difficult for me.  

I initially felt that the knife would move with the cursor on the y axis as well so was a bit disorienting to move the cursor but the knife only moving sideways. Other than that i would have liked to see more gameplay, but for a 4-day jam i can understand the restrictions! Overall, well done to all :)

Developer

Thank you for the feedback :D. I will see what can be done for the cursor. I made that move on the y-axis as well but it was messing up with the vision so I restricted it to horizontal axis only and added slash animation to make up for it. Will test more and see what I can do about the hand-cursor movement as well :)

Submitted(+1)

Really hard

Developer

Yeah it’s something you get the hang of it after multiple tries xD. Thank you for trying it out though <3

Submitted (1 edit) (+1)

This game is cool because it requires an extremely fast reaction time and offers plenty of practice within a single session. It’s also VERY intuitive, as the controls are easy to grasp. The graphics and music are both pluses, I found the HUD a bit cluttered, though still easy enough to understand. One thing I’d like to point out is that, even though it’s easy to learn how to play, I spent 10 minutes just trying to get through the "easy" level.

Developer

Thank you for the feedback! I had planned a mechanic to make the tentacles much easier to handle in the next waves but due to time constraints, I couldn’t add it.

Submitted(+1)

This is a really solid, cohesive little survival game. The core interaction is immediately understandable, the tentacles are readable targets, and I especially liked how consistent the music and visual presentation felt with the creepy nighttime setting.

One technical thing I noticed was the attack audio. The visual slash/hit response feels nearly instantaneous when I click, but the metallic impact sound seems to arrive noticeably later, sometimes when the attack animation is nearly finished. Since this is such a fast reaction-based game, tightening that synchronization could make the combat feel even sharper.

I also think the hitboxes may be a little too forgiving. I could often click fairly far around a tentacle and still register a hit. That makes the game approachable, but it also removes some potential skill expression from a mechanic that is primarily about quickly acquiring targets.

The biggest opportunity for me is the difficulty/progression of the core loop. From what I could tell, higher difficulty mostly means dealing with more tentacles more quickly. That definitely increases pressure, but it doesn’t substantially change the decisions I’m making. Once I understood ā€œfind tentacle -> click tentacle,ā€ I had basically understood the whole system.

I don’t think this necessarily needs a bunch more mechanics. Even one additional layer could take it considerably further: different tentacle behaviors, shrinking vulnerable areas, shorter attack windows, hazards you shouldn’t hit, camera movement requiring you to defend a larger space, or some kind of round/progression structure.

Right now it delivers one simple play style smoothly, and what’s here feels complete rather than broken or unfinished. I just found myself wanting the game to develop the idea one step further after teaching me the basic interaction.

The nighttime bedroom, child protagonist, and monster-coming-out-at-night concept are a particularly strong fit for the jam theme. Nice work getting a coherent experience together in the 96-hour window.

Developer(+1)

Thank you so much for the feedback! I was going to add another type of tentacle that has sea mine on it which instantly damages you making you think before you hit. Also I wanted to add repair hole’s mechanic in between waves to make tentacles fail to come from that hole instantly in the next wave but it was all I could make in 96-hour window :D

Submitted(+1)

Yeah, I think that repair mechanic would help a lot, and not just because it adds another system.

One thing I noticed while playing was that the transition between waves could be a little easy to miss. I’d get really locked into scanning for tentacles and clicking quickly, then suddenly nothing else would appear. It would take me a second to realize the wave had actually ended and then look down and notice the countdown.

So having something active to do between waves could solve two problems at once. It would clearly signal that the combat phase is over, give the player a short breather from the fast reaction gameplay, and still keep them engaged instead of just waiting for the next countdown.

It could also create a nice pacing rhythm: frantic defense → short repair/decision phase → back into danger.

That sea-mine tentacle idea sounds good too, because it would force the player to stop treating every target the same way and add a little more decision-making to the clicking.

Totally understandable that they didn’t make the 96-hour cut, though. It was a fast and furious timeframe for us all šŸ˜†.