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Shark little kingdom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Ambience | #48 | 3.231 | 3.480 |
Innovation | #59 | 2.488 | 2.680 |
Overall | #59 | 2.563 | 2.760 |
Gameplay | #60 | 2.265 | 2.440 |
Theme | #62 | 2.377 | 2.560 |
References | #63 | 2.451 | 2.640 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very impressive that you are going for big maps, multiple upgrades, multiple boss fights etc on a two weeks jam. Handdrawn graphics are charming, and there's definitely alot of potential in this game.
I think some prioritization on your workload would be good. Its cool to see quantity, but try to make sure the foundation is as solid as possible before building on top of it. When the game is frustrating to play, it'll deter people from progressing to explore all the content you've made.
Good job! Thanks for making this!
This. Game. Needs. Feedback.
I can't tell when I've hit an enemy, or when my wall jump timing is correct. I'm not sure where I'm supposed to be going necessarily, or when I've collected an item, or what the items do. I can't see my health, or my items, or my trident sometimes!
Damage boosting as movement tech is a cool idea, but if you do it you need to give the player a way to heal or you're just punishing them for backtracking. Which is (I think) required in this game.
Making the shrimps the enemies, and the NPCs was a little confusing too. I feel the whole experience would've benefited from just a little more direction for the player.
I can sort feel the love in it though. It seems like you've drawn the whole thing yourself, and I do like the world map when it works. The settings being a little iPod is a nice touch too, even if it's not implemented very well.
It's a good try.
Nice work on the character sprite animations.
I like that you give the player options to use different abilities depending if they have equipped the trident or not.
From the map, it seems the game may get a lot of content to explore in the future?
Unfortunately I couldn't play much of the game as I had to give up at the second wall jumping section. I just couldn't get to the top and got tired of trying and falling.
Some improvement suggestions:
- Pressing "Continue" without a previous save game sent me straight into the map. I accidentally skipped the tutorial level by doing this the first time and was super confused. Make sure that option is disabled until the player has actually played the game at least once and set some kind of checkpoint.
- The wall jump definitely needs improvement. One shouldn't need to be a pro player to simply climb a wall.
- Player feedback can be improved when taking damage and when hitting enemies. Health bars or damage numbers are good ways to convey that.
Sharky goes on an ocean adventure! The art is quite unique and silly in a cartoony way, which I like it! Athough here's a few of my thoughts:
That being said, thank you for the game!
It was a fun game. The boss fight was difficult because it felt like I always had to take damage in order to deal damage. It was hard to get close attack. It will be interesting to see what you do if you continue it as it looked like you have other places, and abilities planned out a bit.
Pretty fun! I like the idea for the story. The wall jump and bounce are a bit finicky though so a lot of the platforming is way harder than it should be. I was able to get to the starfish boss but I got stuck after beating it.
Thanks for the feedback, you didn't get stuck after defeating the star, I just didn't come up with an ending =\ Btw, it was your previous game that inspired me to create this game, so thank you doubly <3
Oh that's cool! I'm glad to have inspired you!
Nice setting on the story of your game! Judging from the map, I'm assuming you plan to have previously inaccessible areas, and with more mechanics unlocked, they can return to them later? It's a 100%'ers dream! One thing I noticed is that the first boss's attack pattern have different executing times(the triple vertical cannons vs the 3 front & back cannons)?
If that's intended, then probably it'll be best to have an indicator showing when they are about to fire to easily keep track of both timers when punishing the boss. Good job on submitting your game this jam!
I like the idea of the wall jump and switching between the trident and unarmed for attack vs a dash. However, it at times it was difficult to tell if a hit registered for both Gura and the enemies. I did enjoy the music option being an mp3 player.
The wall jumping is finnicky and doesn't work as intended because the gravity keeps stacking over time. So the longer you are in the air, more gravity will apply to the character. Usually we have to set the Y-velocity to zero first to reset the vertical force and then add the jump impulse force. It would give a more consistent result.
I hope this advice helps you in understand game physics a little better.
Thanks for the feedback, actually I wanted to do a tic tac style jump rather than a wall jump
Well done for (I assume) a beginner!
There's a lot to improve and learn but you're ahead of 99,9% of people for creating something that you can call yours.
I hope to hear about your endeavors in the future!
Thank you for the kind words <3. I guess I can only be described as a newbie in this field, but I will try to cook a really cool game one day
This is a good effort for a solo game! The camera starts vibrating when you run into a wall, and the wall jumps seem a bit finnicky. Like if I'm descending and try to wall jump I go nowhere. It also feels like attacking isn't super consistent. Sometimes I'll click and nothing will come out, which makes combat and particularly boss fights incredibly difficult. But despite that, the game's good.
Thanks for the feedback, yea I somehow missed a lot of grammatical errors in the code, which is why a lot of graphic bugs appeared, and I realized it too late, I think it will be a lesson for me for the future :p