The shell shattering and the sounds are very satisfying! Very simple and nice gameplay loop with the shop upgrades and shaking the shell. If this game were extended beyond a demo I think the shell shaking mechanism would get a little frustrating, so maybe instead of shaking, you could hit the shell against a surface or something to shatter it in a certain number of hits that scales with how fast you hit the shell.
Viper1618
Creator of
Recent community posts
This is a cool game. I really like the mechanic with flipping the shell and bouncing on it or dealing damage with it, that's pretty unique. It's a little frustrating trying to get onto ledges, even with holding space; I think the jump height is just barely enough to get to some spots which I understand could be intended but its still a little frustrating.
Nice idea, pretty fun game, but gets a little repetitive after just a few waves. I feel like the enemies could be made more difficult without just spawning more in by having the purple enemies have an avoidance radius with the player, so they try to maintain a fixed radius away from the player to make it harder for the player to hit them. Could also add sin wave or some other function variation in the relative x velocity (velocity along the vector perpendicular to the player) of the enemies to make it harder to predict their path.
Very cool style and ambiance with the fog, lighting, and sound effects. Objective and controls were pretty intuitive. The crab thing chasing you needs more polish though, and the game gets a little boring once you're ~60 or so shell things in. Maybe switch it up with new features after you collect a certain amount, like a weapon/tool to freeze the thing chasing you temporarily, or just cut down the number of shells needed to collect. Stamina bar could also be a little bigger.
Interesting game. Very clean UI+art style, and the music+sound effects are nice. Jump button seems to play the jump and land sound effect (and I think the character's collider is actually moving) but the character's visual sprite does not change y level. The door blocking progress in the first level is visually way up in the sky and doesn't match where its collider is.
Thanks for checking out our game! Good suggestions, we considered creating some sort of indicator for the items you collected, but decided against it since we thought it might have added too much clutter and the player could infer abilities they had in the moment. A UI indicator for lives left is a very good point. We also could have made the hazards better indicated.
Thank you for the praise. The lag likely stems from how we implemented the echo ping, where we used URP spot lights along the wavefront. In hindsight, a better design would have been to create a custom shader like how we made the jellyfish and boids glow. We've attempted to fix the performance problems by lowering the light count and disabling shadow casting for the ping lights. The problem with being unable to progress in one of the levels has been fixed.
Thanks for the feedback. We tried to make the darkness less extreme by pulsing a global light (alongside the echo tool to reveal focused areas) to allow the player to catch glimpses of the entire level, but I can still see how it's disorienting, especially given the need to coordinate where to platform to next.
Clicking the first time works and plays an attack animation, but then the character's walk cycle is frozen on one frame, at least I can still move. However, clicking a second time after that causes the character to freeze and I cant move anymore and must restart the game. Due to this bug, I cannot play the game to completion. Don't know if you can do any other movement besides walking (space doesnt jump, w doesn't go up ladders, etc). Art looks good and the music is nice.
Music volume slider adjust the music volume but the SFX slider seems to also adjust the music's volume. However, the sounds were quite repetitive and annoying (maybe could have played each audio source with randomized pitch). I liked the story elements and cutscenes, and the controls were very intuitive and fun. Hard to tell when I'm actually hitting the big enemies and maybe there should be particle effects that play when you damage them to better indicate that. The animations are very minimal. Fairly impressive given the context that this was completed in 27 hours.
Interesting take on "shell", very cool. Honestly, I found the game boring since only clicking 3 buttons to upgrade things is not appealing to me and doesn't make me want to replay the game to optimize my strategy to make more money. Maybe these types of games are just not for me. I also don't know what the point of the camera is or if its important for anything. If the camera is just for displaying interesting/cool effects at the drill head, it would be cooler to have caves, interesting shaders, lighting, or other interesting scenery/environment art that scrolls by rather than the solid color change plus rocks scrolling by at every shell.
Good sound design and music. Nice art but I feel there's a lack of variety in the tiles. It's fairly unclear what to do especially at the boss fight and the delay in respawning was pretty long and you had to go through the intro text every time you respawned which made dying get annoying quick. Beating the boss fight is very difficult and not super enjoyable to replay/respawn to fight again with only one attack and no dodge or other mechanism to switch up the combat. When the boss ball thing is on the ground I feel like it has way too much health. I was just standing there for a solid 15 seconds spamming left click to inch the health bar down. The boss's attacks were very interesting though.
There were minor issues that could have been resolved quickly like the sprite z-fighting. Also I only had to feed 2 turtles and I could summon the big turtle, dont know if that was intended or not. Animations are minimal, the foliage sway is a nice touch but could've at least flipped the player sprite when walking in one direction vs. the other. Interesting story and good music.






