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A jam submission

SealerView game page

sealer
Submitted by Waro (@waroe149) — 2 days, 11 hours before the deadline
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Sealer's itch.io page

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Comments

(+1)

1000 coins made my game run below 1 FPS. Isometric perspective made everything much more difficult but I was kinda accustomed to it after a while. I managed to get first level with completely white tiles, I think it's something to be proud of. The seal can stand on in-between tiles so it can be hit by two blocks, also moving up-down can sometimes stop when you're close to the edge. I was also pretty bummed out because you can jump to your death on left-right. Multiplying your stash made later levels only about going to the middle and then going back, and buying tar and 1 extra hit a standard practice.

I enjoyed it but I don't think it can be interesting for more than 30 minutes.

Submitted(+1)

Nice frogger -like. I would prefer moving on the same grid thats on the ground thougheverbeit. Would make it easier to see on which tile I am on.

Submitted(+1)

https://www.twitch.tv/videos/2400463661

The only thing that really entertained me in this game was getting hit by a block.

Developer

Thanks for playing. It's certainly no Saints Row Insurance Fraud!

Submitted(+1)

I got up to 800 coins before they started lagging in the jar and the game became unplayable. It was kinda fun, but it's hard to see where you're standing and where the square is going to end up

Developer(+1)

Thanks for playing. Yeah the coin effects definitely need a retooling, want to keep the idea of it but certainly can't have it hampering gameplay.

Going to mix up movement to fit more with the grid theme.

Submitted(+1)
  • It's really hard to tell if a car is coming or not. The white highlight at a glance looks more like WHITE CAR INCOMING than THIS IS SAFE FOR NOW
  • Feels odd that the optimal way to "win" is get half-way across and then back. Maybe going all the way over for more money and then back?
  • That is not a seal, that is an alien shrimp.
  • The death UGH is really loud compared to other sfx.
Developer(+1)

Thanks for playing. I'm going to fidget more with the camera angle on this one - isometric may not be the way...

The idea of returning from half-way was the risk/reward due to there being more obstacles; more to tempt the player I suppose if they're up to testing their reactions.

Submitted(+1)

best part about this is the fact that you have to highlight the text on the game page to read it (y)

Developer

oh whoops lol