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A jam submission

NoyadeView game page

Water is your friend and your foe.
Submitted by SeeOne (@SeeOneGames) — 5 days, 15 hours before the deadline
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Noyade's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#244.0004.000
Controls / UI#283.8333.833
Art / Graphics#314.1674.167
Sound/Music#543.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
I did not take part in this jam before but here is a what I aim to update-


This game was originally made for a game jam in a day. I received positive feedback about the project and want to work on it to make it more of a finished game. I would love your opinions and feedback about it.

I aim to extend the level to about triple the length, add new obstacles, and include checkpoints to make the extended journey easier.

There are also some questions I'd like to ask if you want to help with the development of the game.

I'm going to extend the level, and I want to divide it into segments. Should I keep the color theme the same for all segments, or should I change the color theme to make each segment distinguishable and more like biomes?
What obstacles would you like to see? There will be one type of obstacle per segment. I have decided on falling spikes, moving platforms, and gates with pressure plates. I would love to get some suggestions about what kind of obstacles would fit the game.

Genre #1

Puzzle

Mystery | Advenure

Other

Rating #2

Family Friendly

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Comments

Submitted

I played this game on my stream (VOD).

I really like the concept of the game, it's simple and elegant. However, I had a lot of difficulty with the controls. Sometimes, moving up (from the initial state) was smooth and great, and other times it felt sluggish. I couldn't figure out why the differences were happening. It felt like I was fighting the game controls more than I was playing the game, if that makes sense.. the couple of runs where the controls were good and I died, it was fun, because I knew it was my own fault and I could do better. The other times, I was frustrated because I was fighting the game controls :(

Submitted

Hey! Thanks for sharing!

That was a lot of fun!

I don't know what feedback could be useful hehe, just letting you know that I really enjoyed your game, I beat it in my 5th attempt aprox.

Changing colors sounds nice, and an idea for obstacles could be something that pulls you towards it (not strong enough that you can't get away from it, but it takes time / can make for interesting situations involving dodging other obstacles), or maybe currents.

Jam Host(+1)

Welcome to FBQ, I am one of the co-host Mayshing handling streamer content. Here's Hythrain's playthru of your game.

3:17:05 Noyade

Submitted

I like this type of game, the movement is well-balanced, and the art looks great for being minimalist, though it could still use some aesthetic details. I might also modify the music a bit; since it's an escape game, it might be better to add some action to the rhythm. Very good game!

Jam Host

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

When I first realized what this game was, I was all "oh, ok, cool! This is kinda interesting!" Then as I played, I realized how stressful this was gonna get. XD

The core gameplay is solid and easy to get. I think the only things that came to mind for me that could be looked at were the water pausing while recharging and not losing fuel from hitting the sides. Note that I said could because I don't see either of these as critical. They're personal preference.

That said, I think my only real issue is with the minimalist style. A block running from red water that recharges in green water. A bit strange for me. If you were to try and do more with the visuals, though, I can give a suggestion.

Upon finishing the game, I noticed you had posted specific questions on the game's page! So allow me to answer those questions.

To begin, you asked about changing the colour theme for all segments. My answer is that this depends on if you're going to tell the player what segment they're on. If not, then you should change the colour theme. That way, THAT acts as an indicator of what segment they're on. However, if you intend to use another method of telling the segment that you think would be better, then you can keep the same colour theme throughout.

As for obstacles, this depends on how the player is supposed to view gameplay. Most of my ideas work with a top-down view. To start, you could have "holes" to fall through. You could also do patches where you lose fuel similar to the red, but likely not as much. In a similar vein, you could do ice patches where the player has even less control. Of course, this doesn't seem to be the view you're going with, given that you've described using "falling spikes."

Developer (1 edit) (+1)

Hey, Thank you for this event and the amazing feedback for the game, I'd like to see the vod, please send me the link if you can.


As I mentioned in the game page, the game was originally made for a game jam in 2 days, that's partially the reason for the minimal style but I'm very open to different art styles and I would love to see your suggestions regarding that.


Thank you for answering the questions.

I'd like to add on to these answers with the current art style of game in mind.

There is not gonna be any other major indicators regarding the segments, the map UI on the right side will be divided in parts but that is gonna be all, so I can either go with different colour biomes to signify different segments or I can use Title texts.

Now that I think about it, a combination of both would be better, I would love to know your take on this.


The game is supposed to be a side view, you're basically getting out of the bottom of a cave and trying to reach the top.

I like the holes idea but I can use that in more of a shortcuts sense, I intend to use a checkpoint system as the length of the game increases, so I can introduce some shortcuts that player can open that looks like holes through the cave and if the player dies the shortcuts stay open and they can aid in the next runs.

Patches of red seems like a nice idea too, they might work if implemented as waterfalls or something along those lines. Thank you for these suggestions and I will be happy to hear some more.


Thank for the in-depth feedback and the suggestions, I really appreciate it!

Jam Host

Ultimately, it's up to you. Both can work as well. :D

Submitted(+1)

Hi. Your minimalist style looks amazing. I try to play in the browser and can’t fully enjoy your game because it doesn’t have the fullscreen button. Could you enable the fullscreen button in the itch page settings?

Developer

Thank you for playing, Unfortunately Itch.io's fullscreen button just plays the game in fullscreen but keeps the resolution same so It looks very weird, I'd suggest playing the windows version If you'd like to.

Submitted(+1)

It's a good game, it's easy to understand and I didn't find any faults, although I feel like it should also include a UI

Developer

Thank you for playing, What kind of UI elements would you recommend?

Submitted

A simple UI with a few buttons and options.