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A jam submission

Water RushView game page

In a future water will be much more valuable than gold...
Submitted by edupo (@_sr_popo_), NGKrush (@twanmul), ectisity, JWoodrell, MarvelousK, boracci (@borboracci) — 32 minutes, 6 seconds before the deadline
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Water Rush's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#193.8523.852
Overall#333.8243.824
Graphics#363.8523.852
Gameplay#563.1853.185
Authenticity (Use of resolution restriction)#714.4074.407

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page

Lovely world. I included it in my LOWREZJAM compilation video series, if you’d like to take a look. :)

Submitted(+1)

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.

Submitted

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.

Developer

Thanks for your comment! Perhaps an outline would have helped with the letters indeed.

Submitted

Nice job on everything. I like that you can destroy some of the objects as well.

Developer

Thanks for your comment. We enjoyed making the details.

Submitted(+1)

I love the level graphics, the dried up ocean bed, the plastic debris. The sand tiles are just excellent.

Developer

Thanks for your nice comment!

Submitted(+1)

I really liked this one, nice use of lighting, mechanics felt tight and omg that music is terrific! Well done!

Developer(+1)

In the name of the team thank you! We had the great opportunity to work with talented musicians :)

Submitted(+1)

Having the three abilities on variant CD's forces the player to mix it up. Great job on mechanics design.

Developer(+1)

Thanks for noticing! Actually each monster is easier to kill with specific attacks indeed :)

Submitted

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!

Developer

Thank you for your comments! Really helpful. Indeed the control schema was thought for mouse + keyboard, but breaking such schema would have been great challenge. We stick to our comfort zone there indeed. We definitely will work on future and better controls for this kind of game. Thanks!

Submitted

Cool game! The music and art have a really nice feel. I only have a trackpad mouse so the combat was very difficult but I still loved using the flamethrower :) so satisfying

Developer(+1)

Thank you for the comment! It is much appreciated. :)

Submitted (2 edits) (+2)

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

Developer

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 :)

Submitted(+1)

Oops - I didn't notice that the hyperlinks related to the cactus had broken, fixed them.

Jams are definitely a rush and I've had the same experience (≧▽≦) I'm not very experimental, so I just try to find issues and improve the process each time, thanks for being patient with the long feedback ^^;

Developer

Woah!! That was a great feedback! All your comments are hitting the 🎯 And I saw many flaws that missed our eyes. 

Thank you so much for taking the time to complete such a good play test rep! :D I think all the team agrees we really “thank you for playing”.

Submitted(+1)

Music and effects is really cool! Simple and pleasant combat system gives joy for killing those creatures. And I love how was made little details: You can burn cactus and use tumbleweed as cover! :D

Did not expect the whale to be the final boss :)

Developer

Very glad you enjoyed playing it.  It was “supposed” to be a shark as the last boss but i guess its kind of ambiguous

Submitted(+1)

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).

Developer

Thanks for so much! It has been a lot of work, but you words are a big reward.

Submitted

The soundtrack is an amazing fit! 

Developer(+1)

Thank you ver much! :)

Submitted(+1)

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

Developer

Thank you so much for your comment! Making somebody enjoy it is a reward!

Submitted

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.

Developer

Hahahaha, the fire mechanics could have been a way to hide secrets. At the end we did not manage to make half of what we planned, but thats jamming!

Submitted

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!

Developer

The unity 2D rendering pipeline is super cool and you can have many many lights on camera. We were impressed gratefully by it. The running thing... We noted... We did not disclosed it hoping the player would actually want to fight the enemies xD Thanks for your comment!

Submitted

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.

Developer

You got it! We had some teleportation issues because it wast one of the last implemented features. We need to work on that!

Submitted

It's very cool, i love the music, cool pixel art. Burn fish is now my passion :). Good Job. very cool light shader.

Developer

Thank you so much for your nice words! We work very hard on this challenge!

Submitted

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.

Developer

yeah i only joined in the last 3 days or so, personally I did the heat shimmer (during the daytime), the damage overlay blood splatter, the tumbleweeds, leaving the footprint trail, some subtle lighting stuff, and playtesting :)

Developer

Yeah we could have spelled it out better in game,  in general the exits to each area are in the north, one of the levels has a dead end you have to backtrack from if you go that way

Submitted

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.

Viewing comments 22 to 3 of 22 · Next page · Last page