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Aquafer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #107 | 2.556 | 3.500 |
Audio | #116 | 2.100 | 2.875 |
Graphics | #129 | 2.282 | 3.125 |
Accessibility | #133 | 1.826 | 2.500 |
Overall | #133 | 1.943 | 2.661 |
Theme | #142 | 1.734 | 2.375 |
Controls | #145 | 1.643 | 2.250 |
Fun | #147 | 1.461 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
N/A
Game Description
First person action game where you save your special ruins
How does your game tie into the theme?
You can easily get overloaded with leaks and your ruins get overloaded with water!
Source(s)
N/A
Discord Username(s)
wisenoodle, vryformal, cazdotsys, failfer
Participation Level (GWJ Only)
1
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Comments
The ruins look intriguing. I would love to explore the world in a less stressful environment.
I think the game would benefit from a less steep difficulty curve. Right now, it's difficult to locate the leaks, let alone navigate the huge map to fix them. Maybe starting on a smaller map to familiarize yourself with controls would make the game more approachable for new players.
The physics could also be improved. The player character feels a bit floaty.
Overall, it's a very ambitious project. Congrats for finishing the game on time! Good luck with your future projects!
We hadn't thought of making it more exploration based but that idea could be interesting, at one point we were considering making the ruins break from the flooding (and you'd have to go inside them to do so) but we ended up thinking the scope was too big and I largely pushed for it to be the walls that break instead. That idea is really interesting though and I appreciate it.
It has some potential, but it feels like you ran out of time to polish it. In my opinion the map could be much smaller. Or maybe the player should move faster. Currently, after you use a grapple, you lose all your momentum. If there was a way to keep the momentum, it would be much more fun!
Also, love the use of Suzanne lol
The grapple is something we had trouble with almost from the start, but I do agree. I think those changes would be really nice. Originally I wanted the structures to be roughly 50% taller and the map a good bit wider to feel like the player is in a massive area as a small thing dashing around something far greater then they could understand while trying to keep it there in a fast paced way, I think making the momentum more consistent along with potentially a faster tool and a smaller starting area to learn how to use everything could be a really useful addition, I appreciate the ideas.
Mac version is not working ;( (Sonoma 14.1 (23B73))
I'm sorry to hear that! We struggled with the mac export and had no way of testing it :/
My apologies
Maybe someday after the jam ends you could fix that :) Wish you luck with your project!
In this game, you rush to plug leaks that quickly overwhelm the historical site with a biblical flood.
My experienced involved listening for the leaks to try to discern the correct direction to go, and then using the grappler to zip my way across the map as fast as I could to find the leak. More leaks would show up in that time, and I would be quickly overwhelmed due to the amount of movement required to get to each leak.
There is a slight bug in that you can click on the leak multiple times to decrease the leak counter. The counter is not a true indicator, though, so this just turns into misleading information. The sounds are the important indicators.
I think the map is fine for what you're attempting to depict, but the difficulty curve becomes overwhelming a little too quickly, and the mechanics in place don't appear to be enough to keep up with the demand put in place. It may be relevant to introduce speedup mechanics that allow someone to play around on the map while the difficulty curve takes its time before becoming demanding. Based on the wind mechanic that I think is in the game, the idea is that you don't drown yourself (like I did) by sitting on the floor when the water level gets to be enough to start drowning you.
Make no mistake, you guys worked hard, and while there are issues to be worked out, you put on an ambitious show which will help you grow in your field.
Thank you for your input! We had a good time making this one; has some issues in the middle but we worked it out :D
I really like the idea of either increasing the player's speed over time or giving them a few extra tools as the game progresses to help keep pace. Also, I appreciate the feedback on the balancing of how fast the leaks should spawn. That bug regarding the water points count is pretty important, so I'm glad you brought it up. It's unlikely we'll update this game for quite a while, given we've all gotten a bit busy after the jam ended, but if we do ever pick it up, I'll definitely make sure to use your thoughts.