The cutscenes are quite funny and the gameplay was interesting. Would like to see more features such as one-time usage powerups that can be collected along the way (for some reason Mario Kart popped up in my head while I was racing through the maps) and maybe have other npc racers to see who can reach the end first. Unfortunately didn't get to finish the game because I couldn't get the POJO to work, suspect it might be collision issue with the ground or something if that is how the push works. Was quite laggy too but overall a fun game and it was executed well especially when it was done within such a short time!
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Going for Goldie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1062 | 3.644 | 3.644 |
Style | #1096 | 3.828 | 3.828 |
Enjoyment | #1146 | 3.483 | 3.483 |
Creativity | #1428 | 3.621 | 3.621 |
Ranked from 29 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?
Your goal as Goldie is to scale the mountains using attachments built for his fishbowl - literally "built to scale". Also, he's a fish (*fish scale*, get it?)
Development Time
(Optional) Please credit all assets you've used
See full description for credits (they are available in-game via a credits screen w/provided links)
Comments
Sorry you couldn't finish the game! It's definitely much harder to play with a lower frame rate, and unfortunately we didn't have time to implement graphics settings options to make it easier to play on lower-mid range devices, but that is something we'd like to do!
Your game suggestions are great, we'd definitely like to do some of those if we continue building the game in the future :)
I was rushing to play and review games before the game jam ends. Alr had my laptop boot up, so was just using it. Will definitely try this game again on gaming pc instead.
I felt that it would be nice to have other racers because acc to the cutscene all these are supposed to be a race. But I guess using timers also work, maybe can put some hardcoded times for "npc times".
The fish in tank reminded me of I Am Fish, and the physics must be challenging to get right within 4 days. Loved the art direction going on and the combination of 2D and 3D. Goofy little game accompanied with solid professional voice acting right there. Great job on this submission!
A lot of fun to play and was exciting to see each new item I would be unlocking. The level design and overall polish was really on point. Well done!
voice acting is so goofy it is good! Gameplay is sonic but goldfish. Very cool!
THE VOICE ACTING IS SO RAWWW RAHHHHHHHH, ,,, THE FISH BALL GAMEPLAYY.... SUPER COOL
love the visuals and the voice acting for the story! the map with the rockets felt like i was playing some new version of golf. didn't run into any major bugs and there was some nice polish throughout. great work on this overall, really has everything it needs to inspire that speedrunning push for perfection.
Those visuals are top tier! That was a great first impression! kudos!
This game is just amazing, the speedruning part is my favourite, tyuing to accomplish a level as fast as you can. However, the tank treads have a strange rotation and it is hard to see in which direction you will go. A very good game, I can't stop trying to beat my time in the final level, I just thing that something like a leaderboard would be great
Yep, the tank treads are definitely in need of some changes if we update the game again, it's a tough thing to get right! We made use of Godot's Rigidbodies for the mechanics of this, which meant we were limited to interactions with the physics system that prevented us from making certain changes to the way rotation happens - I'm sure it could be done, but it might be complicated.
I would love the idea of a leaderboard if we could get it right! For now, maybe you can challenge yourself to beat my best times on each map:
- 00:35:770
- 01:32:446
- 00:31:750
- 00:22:460
- 00:36:750
Really love those cutscenes, it adds a lot of charm! Goldfish really do be built to scale. I think some tighter controls would definitely help to convey his strength and make the trek a bit easier. Also really liked the addition of the treads in the 2nd level, just couldn't get a hang of them. Anyway, great submission, hope to see more from you guys!
I am glad you liked the cutscenes and the addition of the tank treads! Of the three attachments, I think the tank treads can be a bit tricky as both treads need to be on the slope to get the full power out of them and it isn't necessarily explained by any info in the game. If we push an update in the future I hope you'll get the chance to try it out with maybe a bit more explanation and visual feedback.
I love the story! I couldn’t help filling in the details with my imagination, and I think the voice acting was a big part of that. The levels are a bit empty, but I think I can see the vision.
Wow! This is probably one of the most polished game of this jam! Great work on the art, main menu, keyboard remap control (wow), and the gameplay! It's a bit laggy on my linux laptop, but maybe that's just because of my potato spec. If I were to recommend anything, it'd be to make the levels shorter for each of them. All of them have a nice idea, indeed, but the levels feel empty when we have to do the same idea for that long in my opinion. Other than that, great work!
Thanks for the kind words!
We initially planned to scatter some collectibles and secrets around the maps to help with that empty feeling, but unfortunately ran out of time there. I think if we were to continue development, we would also uniquely style each location and add in some alternative routes using the checkpoint system to make it a bit more complete and worthwhile to explore.
As far as balancing the map sizes: it's pretty tough, because every player approaches the mechanics differently! All of the levels except level 2 can be completed in about 30 seconds using some advanced techniques, and we had people's times clocked in anywhere from 30 seconds to 10+ minutes, so there's an argument to be made either way. I agree that it would be nice to have shorter introductory levels and longer challenge levels though!
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