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Gone Feeshing's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #2 | 4.389 | 4.389 |
Overall | #4 | 3.403 | 3.403 |
Fun | #9 | 2.889 | 2.889 |
Creativity | #9 | 3.611 | 3.611 |
Theme | #12 | 2.722 | 2.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I came here to leave a comment and then realized that Huckleberry already said nearly everything I was going to mention (especially the praise and compliments about the crazy cool mechanics and overall polish). . . so instead I'll just second his points, and then add a small idea of my own to (maybe) make combat more fun / engaging:
Maybe have enemies come in "schools" or differently patterned groups? I don't know if the waves are pre-determined or just random, but they definitely feel kind of randomly thrown together and create a lot of visual clutter / noise / a sense of aimlessness during combat. I feel like maybe introducing the player to different enemy patterns over time could help them to feel more purposeful and fulfilled as they learn to master the combat. There are lots of great enemy types already present, maybe certain enemy types could even work together to form different attack patterns instead of all just doing their own thing?
Anyways, the team did an absolutely fantastic job with this, and I look forward to seeing how this is updated moving forward!
Thank you for the feedback! Yes it is currently just randomly determine, but you're totally right and having handmade waves/schools for the player to fight, it was definitely something I wanted to do but couldn't get done in time due to time constraints. Everyone's feedback and comments have been fantastic, it really is all great to hear and very useful!
gonna come back to edit this later tomorrow if I have time to play more, but these are my first impressions from playing for a while.
1. It's beautiful, hong is an incredible artist and it really shines here in this game more than any before it imo, the colour palette was a great choice as well.
2. it's huge in terms of it's mechanics. shop, inventory, betting, combat, roguelike upgrades. it's very impressive.
3. the combat just really isn't much fun. I'm assuming mostly at the start of the game because that's where I am. It's just really boring to walk around in a circle and clicking to shoot the harpoon gun at a bunch of enemies with way too much health for a game where health isn't displayed. the dash is nice but doesn't really make combat much more interesting.
the enemies don't telegraph attacks very well at all. nothing draws attention to them when they're about to attack other than the really subtle squish on the swordfish from what I've seen so far. that makes the combat really frustrating and feel unfair. what I like to do especially with a dashing enemy is to start them animating really fast between two squashed frames before dashing to draw attention to itself. flashing red works for that kind of thing too if you don't want to spend a lot more time on animation.
there's not much feedback for hitting or killing enemies either, no hit flash, really weak sound, and the way they fly off the boat when they die is just strange and unsatisfying. (pretty distracting as well)
hit flash + shaking or knockback and a juicier sound would do a ton. And for the death animation, it would look a lot better if the enemies flew off in the direction they were last attacked, in Marigold I do this with the blood splatter by having damaging objects send their last contacted object their rotation for the enemy to store until they die/are hit by something else. I have no doubt you could come up with an even better way to do this (and then tell me)
+it would be cooool if the fish changed in size when flying off the boat so it looks like they're going up in the air otherwise I think the enemies just flying off screen with gravity like DKC/some of my games would look great too.
sorry for the wall of text. this is a very impressive game but I really think you guys need to start scaling these big games and maybe these big teams back a bit for the flowjams. you guys are really smart and skilled at this stuff but it's usually a bit too much and you really could make some incredible stuff at a smaller scale. I think Gods of five is just about perfect tbh, you struck gold there once it was all fixed up.
Really loved the art, music, and design of this game - unfortunately like most alpacasaurus games, bugs just ended up ruining the entire experience again. It's a shame, because you guys would have a lot better shot at winning without them (even though you have a very good shot already!)
I also have to agree with pug - the combat could be reworked, the enemies were total bullet sponges and it made dealing with them a bit annoying, though still fun!
you guys realy locked in
SO GOOOD AIE???
Definitely the most complete and fleshed out game I've played so far, it's got an excellent vibe that the art sells so well! Very fun cool vibes I love I love (:
This is AMAZING! I love the art and music, things are very smooth over all. Great job for just two weeks team! As someone who hadn't used Flowlab before the jam started, this is a great example of what can be done with it. Again, great work team!
Didn’t have especially much fun since all the enemies are bullet sponges, you move incredibly slow and I encountered several gamebreaking bugs, mainly, the game not ending upon all enemies being killed and 2 having 2 invincible enemies, having to reload every time.
Idk if you read the tutorial, but you also have a dash by pressing "Shift" (though SPACE works as well).
No bug with the enemies for me, works entirely as intended. I'll look into it after the jam, but really weird what you described
Yeah, I did read the tutorial, and I did use the dash, still, the movement speed felt sluggish.