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Onocentaur
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Dig the character animation. I don't mind the momentum of the character, but you gotta get rid of the rounded edges on platforms making the player slide off all the time. It would be fine if it worked consistently, but way too many times I was unable to control the character because he got stuck in the slipping on an edge animation. It's just too finicky, especially since you added sections where precise jumps were required.
Dig the vibe of this game thru and thru. I really like how the sonar works. The sensitivity of the sub on the walls is probably too high, for the jam especially. I struggled to piece together 10 gold, bought a mine, then exploded on a wall before I could use it. Maybe just give the player back full health when they die? It felt like a struggle to get started, but once it gets going, top tier. Love the music too.
Interesting feedback. There's probably room here for some how showing the player what their current momentum is so it's more clear. The player has a momentum range between gliding and diving, which maxes out at a terminal velocity. Coins fall at their own speeds as well, with their own terminal velocities (visually distinguished by how fast they spin). So how fast the coins go by is partially determined by how fast you are falling... this is true for all coins, but some of them are falling faster/slower relative to the player.
The floaty controls were a design choice. Aiming to feel like what it would feel like to actually skydive, but that's definitely not for everybody. I also considered doing a more cartoony approach (think Goku- or Iron Man-type physics), but ultimately wanted something more "realistic", in as much as that is possible in a 10 day game jam.
Thanks for checking the game out!
I spent (too much) time trying to make music and just don't have the skills for what I had in my head. But I realized immediately after the deadline that I could have made a track of whooshing/blowing wind that would have worked well as a more "natural" feel. Slightly raise the volume while diving... that would have been a simple solution to at least have something playing in the background. Alas, we live and learn.
Thanks for playing the game!
same as tripod mentioned: got stuck after cleaning the first item in the tutorial. the "move with WASD to clean the object" text never went away and it seemed to be stuck.
cool concept. hunting for the last pixel of dirt on the object was a little tedious (what is dirt vs shadow becomes a problem), but otherwise I like the aesthetic.
I really liked several parts of this game. The funniness of the twisting arm finding the objects, all the cleaning and repairing mini-games, etc. It's all very well put together with the narrative.
Using Safari, I got an error after the title screen: [Error] Loading FSB failed for audio clip "text".
I'm guessing this is a sound effect that's supposed to play when text is drawing to the screen. It doesn't stop the game from working (aside from maybe that audio clip).
Lol, originally I was going to have the ground just overtake the screen with a thud, just like you say. With the weird angle I used, it looked super weird. Having the character visibly splat on solid ground also seemed... grizzly. Thus the ocean splash. Solves all the problems in 4 frames of animation.
definitely a neat effect albeit chaotic. no idea if it's possible to win... that said, if I had had this on GB when I was a kid I would have been all over it.
I did manage to escape the map somehow. I rode a giant egg and jumped off of it over the edge, I think where the shop exit is supposed to be (maybe?).
A fun mechanic, well implemented. I appreciate the shadows of the enemies forecasting where they will be on the next reset.
Might be helpful to add a clock/countdown element to the screen. I was uncertain at the start if the reset was purely time-based, or if it was based on a certain number of moves from me.
Thematically it's an interesting concept... it's a memory game about a fish with no memory. Making the player feel like the fish is the ultimate achievement I think... which I think you accomplish in a couple of the rooms. They are complex enough to make me forget what the other forms of the room were and how to navigate them. Well done.







