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Team members
just me
Software used
SDL for windowing. Blender for modelling. Audacity for editing SFX. SchismTracker to make the music. Kakoune for code editing
Use of the limitation
you are always moving forwards with a minimum velocity.
Cookies eaten
unfortunately none
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Comments
fantastic polish for a jam game! :>
Good visuals and fun to play
i liked the movement smoothness, really satisfying project
Great art and satisfying gameplay! I started doing much better when I realised there was no reason not to just shoot constantly, having that discouraged somehow would make it a bit more interesting.
I definitely had to play the windows version so I could hear the music. It sounded really good and worked with the the sound effects. The download version also appears to play and control faster/tighter
The visual style was very well done and unique. My constructive feedback on it is that I think it can create some difficulty/ambiguity in determining the location of objects in the distance. Having the grid lines help, but I noticed the barriers were not always lined up with them on the left/right side, which might help when you are going very fast. If there are more improvements in the future, creating simpler versions of objects that are far away that will render better and then swapping them out to the more detailed variant up close might also be something to consider.
For the speed up ability, I enjoyed going as fast as possible, but I felt like it was more punishing to do so as it just made it more likely I would crash. Having something like a ramp that lets you jump obstacles or long pits that can be overcome a high speed jump might be something that could make it feel more rewarding to go faster depending on the routing
Overall, I enjoyed it a lot, and look forward to seeing your future entries
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Итог
ставлю 4 за все
I love the visuals and the feeling of the game is really good, I didn't really understand what the point of being able to shoot was, but it's fun to be able to do it.
This game plays like a 2D sonic game — doing everything it can to make you want to go fast, and then punishing you for it! The only way to die is to get greedy, yet still my high score sits at only 87077. The movement is incredibly satisfying, some of the best I’ve seen. It’s a game you play one-handed, and I’m only stopping because that hand is dead. I played the HTML version, so no music for me, but the sfx are great and really add to the retrofuturism vibes.
The controls and movement is so good. I can't even describe why but it works.
I didn't expect it to feel so good )
The visuals are unique and looks good)
You really nailed the sense of speed, and dodging obstacles feels really good. And every time I died, I always had the thought "nah, I can do better" and played again. I just had to keep trying over and over to top my best. I like how all the obstacles are designed so they can be told apart from a good distance, so you never really get into a situation where you only find out how you have to move after it's too late. And the presentation is just spectacular, I absolutely love the wireframe look, and the effects are all really well done. The only thing I didn't really like was that shoot on Left Shift felt kinda awkward to me, but it wasn't so bad that I couldn't get used to it. Overall, I really enjoyed playing this!
Cool stuff Alice. Congrats on the submission with pretty “root” libraries. Love the synthwave vibes ofc and the controls felt very nice, good bouncy jump and horizontal slideyness.
Some game design stuff:
could be fun to make it so space doesn’t start the game, then you could try the controls on the main menu. It’d be fun to press space or shift and see that ship jump and shoot before starting the game.
At some point the green rings kinda lined up with the tempo of the music, I think that was accidental. But it was a cool feeling because the music felt like it needed some additions at that point, and their SFX provided some percussion. Maybe there’s a rhythm thing to explore where green rings are the kick and crystals the snare or something.
I struggled with some crystals that I needed to jump to shoot. From afar it didn’t look like they were too high.
Oh and lastly I notice that the game feels faster when on a small screen/window but I think it’s just how human perception of speed works with peripheral vision etc (there are videos about it regarding racing games).
BTW Web export doesn’t work for me (tried on Chrome & Firefox - windows 11 - AMD GPU)
I'm also running into some resource issues when I try to run it (not nearly at the speed in the gifs you posted,) which is odd. But it looks fun! I like the style you chose - it kind of reminds me of Battlezone. Hopefully you're able to get it ironed out easily.
just tried some changes which i believe should improve the performance issues? if you try again please let me know if it's still happening
I just tried again and that's miles better! Definitely looks like it's playing at the intended speed now.
The gameplay is fun. I'm not usually a huge fan of endless runners, but this one has a nice feel to it, and the bobbing of your Cetacean is a nice little attention to detail, as well as the high score being rendered in 3D space in the main menu.
If I were to critique anything, I might echo similar comments about depth perception feeling a little weird, but I think that just comes with the style of the game. Maybe a little tracer flowing out from the player showing where you are facing might help. Some more obstacles or moving entities would also be fun.
Overall, cool entry! Thanks for posting this. Coding graphics 'from scratch' is a huge pain and I appreciate how much work it probably took to get working.
it runs really bad on my computer, and i have a good computer