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Thirsty's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #21 | 3.286 | 3.286 |
Overall | #22 | 2.929 | 2.929 |
Gameplay | #25 | 3.143 | 3.143 |
Sound | #35 | 2.571 | 2.571 |
Theme | #37 | 2.714 | 2.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cute little game!
This one has a unique concept, and I think it could definitely be fleshed out a lot more into a pretty tricky puzzle platformer. I think there are a lot of ideas that can be stemmed with the idea of moving flowing water around a level, like maybe there is a strength of water which can affect how high a sprout a sprout goes, and possible routing water around a level to get it into specific spots.
The movement can definitely be a little bit hard, but if that is intentional then it can work, similar to hard platformer games like Jump King. Although, i'm not sure if your goal is to make a rage based game like that, but I do think that you should at least pick a side on which you want to do than rather be in the middle of annoying / difficult movement but not leaning into it.
I do like the other feature you have where the player slows down a little bit before falling when entering a new room, since I feel like this could easily be overlooked, but you took the time to implement that so players can get a sense of their surroundings before being thrown straight into the next challenge.
Nice work, It would cool to see it be expanded upon :)
Thank you so much for your very helpful and motivating review ! :)
I'm going to answer to all of your points progressively :
1. I had many more ideas like a leaking pipe wich would make the water level go up instead of throwing water out of it, or the fact that the water sprouts could force a valve or a cogwheel to move a specific direction to force the sprouts and conveyor belts to move.
2. The movement was in fact inspired by Jump King at first and then just became a way to force the player thinking a tiny bit before jumping to estimate where he would land (it's why the jump power isn't random), so it is a bit hard at first but when we understand a level it can be easier to reproduce the correct movements.
3. Thanks for noticing little details like that ;) at first I had to find a way to force the player stopping when entering a level because he would keep the velocity of his last jump before (wich made the game completely unplayable) and I also wanted it to not be abrupt so the player don't think the levels are jump random but indeed a path on the map (only the last one with the bottle of water could not be like that because I kind of missjudged my time and had to abandon a lot of levels).
Overhall I'm still working on the game as of today and I already fixed some bugs (like the one where the valves have a rollback when we go too far), improved the visuals, and added a save system for leaderboard. I hope it could be a cool little game later but I'm still very proud of it since it's only my 2nd game jam. :)
Thanks again for your help and the time you spent writing such useful and detailed commentary ! :)
I really liked this one! definitely one of the cooler mechanics I've seen in the Jam!
Thank you ! There are a few other mechanics I wanted to add but by lack of time and because of school work I had to put them aside. :)