That music was fire
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Pool Jump 9000's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #74 | 3.600 | 3.600 |
Theme | #102 | 3.900 | 3.900 |
Audio | #261 | 3.100 | 3.100 |
Overall | #265 | 3.175 | 3.175 |
Game Design | #296 | 3.100 | 3.100 |
Innovation | #309 | 2.900 | 2.900 |
Graphics | #576 | 2.450 | 2.450 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Literally diving deeper 🙃
Did you write all the code and made all the assets from scratch?
Yes this game was made with two people, code and shaders were made from scratch, objects and sound assets were used from open sources
Comments
I had fun, nice work for 2 days! I got to the balloon but didn't have time to find the last thing.
I did find I was relying more on luck than skill to pick up items, because it was hard to control when going fast. I think using the mouse to control could have helped with that. And some sort of progression when going deeper (different items, different art) might have given me more incentive to keep playing.
I'm glad you liked it! thanks! yeah, especially when you are fast it is mostly luck... there also was something quite unintuitive by controlling the angle rather than the position, but we liked that there was some learning curve to get better. But yeah some more progression could be nice indeed. thanks for the feedback!
This is incredible for two days! The gameplay and core mechanic is really addictive.
Something that I think would enhance what you already have is a mechanism to introduce strategy into the jump. Currently, the game gets a bit easy once you understand the timing needed on each platform to dive perpendicular to the water. However if there was a way to look down to anticipate the jump, and if the booster spawn rate increased the farther from the platform you were, then the player would be incentivized to find the best dive rather than just aim straight down.
Fun game, especially the diving part. Good choice to have that in two stages / space strokes.
But why does the sea look like a math notebook?
And I would have wanted a bit more freedom steering under water. For example, there is no way to get up again.
Apart from that: Great entry!
Really fun game. I loved the dive mechanic. One of the most creative ideas in jam. Good job!
Can you try and rate my game ?
This game was fun. I love the to see a new platform to jump from. But maybe you could add a spare moment to control the player after he jumps into the water. Anyway good job.
Fun loop of upgrading and unlocking new jump spots. Check out my depth as well :)
Fun game, I like the progresson system and it works really well with the theme.
So fun! I wish there was a way to boost the bottle while inside the water!
I played all the way to the end, and had a lot of fun though I am embarrassed to admit that I spent most of the game thinking that "Oxygen resistance" was one upgrade with 20 levels that I couldn't decipher the meaning of. Even worse, I didn't realize I could steer the diver until almost the very end, I spent most of the game just letting the diver go in a straight line from where he landed.
Overall, great entry and tons of fun, especially for only 2 days of development.
Ok, I really love these kinda of "Move little bit, get money, move farther" games, I played for like 30 min until I was able to buy everything, I really liked the spinning start mechanic, more fun than the traditional "Click at the right time" minigames in these types of games, and the swimming underwater mechanic made the moving a lot more fun, that could have been better indicated tough, since it took me some time until I realized I could do that, but there were some problems like, when you get really slow, and at the end you have so much oxygen, that you need to wait like 20 seconds almost not moving at all, until you get to the shop, so there should be some kind of drown instantly button, the aspect ratio was really weird, like square, not taking up the whole screen and it just kinda looks bad, I don't know why, because usually in 2d games I can just pinpoint the source, but I don't know that much about 3d, but maybe add some simple cartoony textures and add some URP post processing, as that makes everything look so much better.
Thanks for the elaborate feedback! Indeed, during play testing, that was always the tricky part. making clear how the controls work. it always took some explaining, which shouldn't have to be necessary.
The game also stops when you slowed down enough. but when resistance is maxed out, that can indeed be a little while. But A button could have done the trick indeed.
It used to start properly in full screen, maybe I need to change some itch settings, let me check
Thanks!
I played till I could buy the helicopter
Fun little game, I think its a good idea for a mobile gatcha
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