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I love my pond's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #10 | 3.762 | 3.762 |
Relevance to the theme picked | #12 | 4.095 | 4.095 |
Enjoyment | #16 | 3.286 | 3.286 |
Overall | #16 | 3.390 | 3.390 |
Execution | #19 | 3.095 | 3.095 |
Metroidvania | #23 | 2.714 | 2.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme Chosen
Fishing. I interpreted this theme as fishing with fish hook and also there are fish
Engine
Unity
Team/Developer
Quivscor, OrangeInside, GalapagosGuy, Scuttlegoat
External assets
Many SFX from free sound libraries, Mungil font, tile and few audiofiles made by us but not for this project
Prizes eligibility
PlusMusic, Azecy
Reference info
@quivscor on jam's discord
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Comments
Pros:
* This is adorable
* Audio/video pretty good
* Enjoyed the dialog!
* On-genre for this jam--pretty linear but definitely an upgrade that let me get to new places
* Despite what I'm going to say below about the overall grappling experience, it grapples pretty generously on to things which I think was the right design choice
Cons:
* This is frustrating. Not necessarily in a good way--the grapple feels a little janky to use. In an extreme example, at one point there was a configuration of three saws. The way I got past it was to use the hook, pull it in, then jump immediately afterwards, and move right. That felt okay, but not necessarily like something I would normally think to do as a player, and it came at the midway point of a level instead of at the start. I would suggest rethinking the grapple somewhat, because there were a couple of spots, counting that one, where it wasn't really a way to proceed that felt super-good.
Quiv's game! Love the raccoon. The art was pretty consistent and the audio didn't get too repetitive too quick. A small suggestion towards the hook: in many places I told myself it would have been nice to climb it up or down. I had a case with two walls next to each other with water down, and it would have been really great to adjust my height for better jumps. Also, aiming with the same keys used for movement was making the process tricky. But I did enjoy my play, it's a nice entry!
I love my pond.
Omg the host themselves played my game, what an honor! Jokes aside, thanks for playing, glad you enjoyed :D
I love my pond too.
(I SWEAR I remember putting a rating on this one but it turns out I didn't???)Very cute game and I like the grapple hook mechanic here! I had to take a bit to get used to the fact that left/right meant you threw your hook up-leftwards/up-rightwards instead of straight left/right, that Celeste Classic 2 influence really be screwing me sometimes. But it was otherwise quite pleasant to play! I think you can make a full-fledged metroidvania with this if you add some non-linear exploration and upgrades.
Yay finally got around to play this!
First of all, really love the art, it just oozes charm everywhere, and Rhubarb is both adorable and charismatic, I wanna hug him. Heck, even the music is charming, Impossible not to vibe to it xD
Not to mention the intro and ending (wich was also really funni).
Gameplay was also super duper smooth, I took a big while to really grasp the grapple controls, but even while I sucked I was just having so much fun, sad thing that the game ended right after I was starting to actually master it for real, but hey, no problem there x)
Difficulty curve also was very on point, I really did feel like I was learning a little bit more of the techniques at every new room, so level design also has my praise (Altought while on that topic I have to say that there were a few places that felt like blind jumps, wich aren't good, but not enought to really impact my enjoyement that much).
Only real negative thing I have to say is that, this isn't really a Metroidvania, you know? Like, it was very linear and straightforward. Wich isn't a bad thing by itself, but hey, we're on "Metroidvania Month" after all. And having that idea in mind I did try to explore a bit, I attempted to reach a few higher areas that seemed to be openings, but obscure invisible forces blocked my path, wich was a little dissapointing I must admit. Like, no problem on making a linear game, that only affects one of the criterias after all, but if there are places you don't want the player to go, make it very clear that this is the case, never make the use of the evil obscure invisible forces.
Oh also, if you hold the "down" key, Rhub will loop his walking animation while staying in place, but I don't consider this a negative because it was mildly funni.
And I guess that's it! Still super fun game overall. I recorded my run too, so hit me up if you wanna see it.
Unfortunately we only had so much time to do full experience, we'd rather have finished linear game than demo of unfinished branching world, it is what it is :')
Very fun entry! I enjoyed zipping around with my trusty grappling hook once I got the rhythm down of how it worked, though aiming could be a *bit* frustrating
I enjoyed the art a lot! the parallaxing backgrounds really helped establish the world and mood. The initial cutscene was neat and really help me understand my goal as a player.
Great work!
Love the main character and the plot (I was instantly as mad as him and wanted to find who broke everything). Visuals and overall atmosphere are nice !
Controls are a bit stiff imo and aiming with the hook is hard. Difficulty is really changing fast and i would have like some easy part where you just move around with the hook and enjoy the mechanic.
I would be very curious to see this game go further in Super.
Thanks for playing! Unfortunately we have no intention of going for SMVM, month long jam already did not turn out in our favor haha
This was a delightful little game! The art, animation, and sound design all added a really unique charm. The hook mechanic was really cool, and added some really interesting variety to the platforming. There were a few sections that were quite frustrating to get through, though, especially as the hook's physics seemed a bit finicky to get right. This was most apparent in the section with a long patch of spikes, followed by a switch, followed by going vertically up to the next section. But I'm sure if you tighten up the hook's controls, and iterate on the level design a bit, you will have a wonderful little game on your hands!
Nice. I like the graphics and the audio for the game. The core mechanic of the grappling hook felt fun and good to use. I seem to fall through platforms often when trying to jump on them. Especially since this game emphasises platforming quite a bit, it was a little frustrating. In general, feels like it could use some branching paths to add some metroidvania it, but I'm sure that was time related.
Overall, nice job!
Stunning entry
I played it a bit on first day but wanted to wait till I had time to play and complete before rating or commenting...
The graphics are charming, with lovely animation. The hook mechanic really well implemented, a couple of minor points I got stuck on - but given the complexity of the mechanic it worked brilliantly for a game jam.
Found the levels occasionally verged on the frustrating, (but the fact I kept compulsively coming back to finish them, and get my revenge on that darn Bear) shows it managed for me to stay on the right side ;)
If there is any slight criticism as an MVM entry it felt a little more like a leveled platformer than a metroidvania (especially once you started to get to the difficult navigation parts), but that is no detraction on the quality of the game.
Thanks for playing! I definitely agree with that last point, in my mind it's not really a metroidvania, but it's the best we managed to deliver, there wasn't a lot of time for branching level design, just wanted to say that, but I'm glad that you enjoyed your stay! :D
This game is bursting with charm. I love the cartoonish look and feel (and the cute real raccoon portrait on the wall) and the main character is just all around fun. The world's aesthetics felt good and alongside the music I just kinda relaxed as I played (until I ran into a swinging saw....). I like how snappy death felt, a very quick respawn and you can get right back into it, so there wasn't really a lot of pressure at all.
A few things stuck out to me though,
1. The hook is very fun but also pretty hard to use. I was using my controller to play at first and then had to switch to WASD to use the hook and I was never really able to get it to feel smooth or consistent. When I did get it in the right place and go some momentum behind it, that did feel really good though.
2. The vertical climbing section with the hook was also pretty difficult. At first I had forgotten that I could even wall jump and just kept slamming my face into the wall with the hook trying to propel myself upwards, but I finally remembered wall jumping's a thing. Maybe some differentiation between what can be hooked / not hooked (for example, wooden beams can be hooked, walls can't) would help with enforcing how a given movement puzzle should be approached.
3. Minor nitpick and maybe it's just me, but the font was pretty hard to read at a glance. It definitely felt consistent with the cartoon-y tone, but every time my character said something I found myself having to stop and really focus on reading the text.
Overall very cool entry, I really like the hook as a core movement mechanic, it's really fun to use when it's working correctly, and the game's overall aesthetic really grabbed my attention. Good job!
Thanks for playing and for pointers!
Very cool project, the hook was a little funny at times but when I got it right, it felt great! I liked the little intro sequence in the beginning, it helped add character and goals. I'm not great at metroidvanias, so I got a little stuck and died a lot before my character stopped respawning. But it was fun!
Hey, thanks a ton for checking out our game! It's awesome to hear that you had a great time with the core mechanics and that making the intro payed off :D. About the bug you mentioned at the end. It's quite peculiar because we didn't actually set any death limits in the game. As the person responsible for the checkpoint system, I'm curious if you recall any specific circumstances that triggered this bug? Your input would be greatly appreciated in unraveling this mystery. Thanks again!
got damn thats a good grapple
There are a lot of things that I like about this game, but I there are a couple items that seemed a little off to me.
Between the consistent art and music and sfx, I feel like you did a great job in terms of sensory. I felt like there was enough feedback given to the player where I didn't feel like I didn't know what was going on. Great job on that.
Progression locked behind items does hit the metroidvania category for me. However, I think map are really important. I like to know where I've been and be able to recall quickly where I couldn't progress without unlocking that progression lock. So I felt a little lost at times.
Your wall jump was almost exactly what I tried to implement and couldn't, so I really liked that and it sticks out to me in a positive way.
I always love grappling hook systems so it was fun that you included this. My only criticism is that it didn't feel intuitive to me as well as it should have. I eventually got the hang (pun intended) of it, but I had a hard time with vertical shafts where you had to combine the wall jumps and hooks. The first issue occurred in one of your screenshots.
I forgot to mention this about the art, but there were a few times were I couldn't easily distinguish background art between what the player could specifically interact with. I first noticed this with crates. I think the easiest and most noticeable fix would be darkening things that the player can't interact with. If crates were slightly darker, I would have immediately known that I couldn't jump on them.
Overall, this is a good submission!
Thanks for valuable feedback, especially with the background, i'll make sure to work on that for future submissions! :D Some of features we just lacked time to get those to be in game, welp. Glad you enjoyed!
No problem. Detailed feedback is so helpful for getting better. Its helped me a lot and I want to help others if I can. It can also yield some interesting insights and challenge your assumptions about the player. I've had games where I felt something was clear and the players would like it, but find the majority of my feedback were consistent about that item.