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Sky High's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3177 | 2.654 | 3.250 |
Fun | #3201 | 2.381 | 2.917 |
Overall | #3529 | 2.381 | 2.917 |
Presentation | #3911 | 2.245 | 2.750 |
Ranked from 12 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?
As your platforms get higher, you slowly lose control as everything gets harder and harder VERY quickly
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
It'd be really neat if one of the UI elements was your current net buoyancy, so you can tell whether you're currently accelerating up or down. Cool idea though
Nice game! I like the idea of fishing whales in the sky, because why not? :D
One design flaw I've noticed is that while going up, the platform is in the middle of the screen, and lower half becomes essentially useless - personally I would move it a bit lower so that there are more time to react and click on the whales. Also it's not very intuitive that you need to click whales, at first I thought that they need to get caught by my platforms, which was proven to be wrong :D
The game also lacks fast "replay/end current run" function - it takes a while to drop down, and you can't do anything while falling. I wasn't able to find any key which goes back to menu, so the fastest way to restart was to relaunch the game.
Thanks for your critique! I think all of your points are apt and things I will consider for future iterations once the jam is over.
I struggled with the UI + indicating things could be clicked. I'm leaning towards a mouse-over effect on the regions of the whales. I think adding some sound effects could also influence the idea of "Whale on platforms is bad"... but indicating that *before* they hit could be a bit challenging.
Having some instructions before the game/in the main menu would fix that, it doesn't necessarily need to be represented in-game. A possible way to show "bad" effects would be to make the weight number "pop" each time it increases, grabbing the intention that whatever just happened was not desired.
thanks for checking out my game. Hope you get a few minute of joy from it :)