Lovely world. I included it in my LOWREZJAM compilation video series, if you’d like to take a look. :)
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Water Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #19 | 3.852 | 3.852 |
Overall | #33 | 3.824 | 3.824 |
Graphics | #36 | 3.852 | 3.852 |
Gameplay | #56 | 3.185 | 3.185 |
Authenticity (Use of resolution restriction) | #71 | 4.407 | 4.407 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I enjoyed the action, got destroyed by the sand jellyfish! Perhaps I would make the player hitbox for the bullets a tin smaller to dodge them.
Nice entry though! Really liked how the music escalated with the action.
The effects are pretty cool. I just wished the sprites were a bit less blurry or had more contrasts, and the text is hard to read.
Nice job on everything. I like that you can destroy some of the objects as well.
I really liked this one, nice use of lighting, mechanics felt tight and omg that music is terrific! Well done!
Having the three abilities on variant CD's forces the player to mix it up. Great job on mechanics design.
Nice! I liked the concept and the game design - nice use of the resolution! The flamethrower was a nice touch! Like others I found the mouse/keys combo a bit difficult (I'm also on a trackpad), and found myself sticking to walls/objects rather than sliding along them which held me up a bit. The positioning of the player sprite dependent on where the mouse was is a nice touch - allowing you to look further in certain directions, but also confused me a bit at this res - I was placing the player sprite at the bottom of the screen and getting attacked from behind! Due to my difficulty with the controls, I tried racing through and it got pretty hectic pretty quick! Good game!
My feelings are mixed because I see a lot of small details that were good, but there were also a lot of small details that could improve the experience.
The effort on the camera movement and lighting effects is clear. The blue fish uses one of my favorite enemy behaviors, and it has great animations while going between states. :D The fire particle animation felt good, and I see you even had a unique cactus animation while it was burning. The text scroll and sound effects are good details, and kicking tumbleweeds around is fun. The music is great, the daytime track is a good thematic fit. Running around leaves tracks in the sand!
While exploring I got stuck on a lot of objects. The bones in the sand probably don't need a collider. I think the cactus hitbox could shrink to the blue size, or even better shrink to the pink size, and then handle the player and cactus sprite's order-in-layer based on their Y position. This lets you walk behind it, and not unexpectedly take damage or get stuck when walking above it. Using a circle collider on the player might also improve navigation around corners without much effort, I'm not sure if there is any downside.
For the combat I agree that the cursor should be more visible. It seems like the blue fish HP has already gone down from the value it had a few days ago? The revolver just takes 2 shots to beat it now, which feels better!
The energy meter works really well for the flamethrower, since you can imagine it has overheated or something, but it is kind of frustrating on the revolver. Maybe it could have 6 bullet icons instead, when the last shot is fired all 6 bullets are immediately restored after a simple reload timer.
Good job to everyone involved (*・ω・)ノ
very detailed feedback, thank you for playing, and we're glad you enjoyed it. there were a lot of things that were planned that got cut, and things that needed fixing, the difficulty was lowered at the last second due to play testing coming back that it was way too brutal, maybe went too far, but the nature of a jam when times up its in the state its in.. there are definitely things that could get polished up were we to carry the project forward. again thanks :)
Absolutely amazing lighting effects and blur effects! Music was bad ass, but I'd expect a more western theme. All the animation/art overall had an insane level of polish (you've done so much with so few pixels).
I took the name literally and just rushed north as fast as I could haha. I tried killing monsters but it felt like it was more effort than it was worth - so I just ran for as long as I could! I eventually got stuck and had to fight though - and I made use of that flame thrower :D I did struggle a bit during 'busy' areas to keep track of the aim cursor/cross-hair but that might just be because I am getting old. Really liked the lighting cycle too - made the flame thrower feel more 'flamey' with it's light and burning effect. Those damn fish things ... sneaky buggers, always attacking me from behind! Nice job :D
The lighting effects were really nice, but the enemies seemed a little bit bullet spongey at times!
It was still strangely satisfying to set things on fire, though.
Fun game play. The day/night cycle was cool, especially the lighting on the flashlight and the flamethrower. I did find it easier to just run past all the enemies in order to get to the final boss. They didn't seem to do very much damage in proportion to how much effort it took to kill them. Could be fixed pretty easily with some balance adjustment though! Great overall!
Good fun, even if I got lost just a bit one time or another. My experience was affected by some problems when loading the next level (I think it was that), but it's probably something on my end.
It's very cool, i love the music, cool pixel art. Burn fish is now my passion :). Good Job. very cool light shader.
It was fun to play, and looked and sounded cool, but I was unsure as to what was going on or what my goal was. I was entertained, but didn't manage to get past the first level. Still can see a lot of work went into it. Very good audio.
Fun frantic game. I love the setting and the back story. The sound track is brilliant.
The ability to swap weapons is a nice dynamic as well. Very strong entry. Nice job.
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