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Aqua Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #4 | 3.087 | 3.087 |
Most Innovative | #5 | 3.391 | 3.391 |
Best Gameplay | #7 | 2.783 | 2.783 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game was a real treat to play. I really admired how you guys went through the effort of making the game look and feel very oldschool and retro with the SFX, music and visuals. The 3D models also appeared to be well made and added to the previously mentioned effect of retro styling.
In terms of gameplay, it was quite fun! I would have two recommendations however that may just be my ideas and don't fit with your ideas of what this game should be as was agreed by your group but, maybe limiting how fast the player can fire and adding a bit more side to side movement would've been more appropriate. Nonetheless, its a very impressive game and shows what a good team can accomplish.
UP2037603: I was very impressed by the quality of 3d models as well as their working animations (both the looping animations of the enemies and barrel roll/dodge of the player). I did find that it felt as though the barrel roll and dodge didn't seem to help the player as ignoring the enemies seemed to do no harm (although perhaps simply should've been done for longer). The sound effects were well suited to all that they did within the game and none felt out of place or overly loud/quiet.
Although the shooting mechanic feels somewhat optional, the reticle that follows the player's mouse is a minor feature that, in tandem with the tracers of the projectiles towards enemies, greatly aids the atmosphere of the game.
Really cool concept and it's definitely brought to life by all the 3D models! The fish, the sub, the chests and all the other scenery pieces were really brilliant, so simple and so well done! The look of this game is what makes it stand out from the rest! The sound design also really added something special to the experience.
The shooting mechanics were really smart and I liked how their direction was controlled by the mouse position. The barrel roll was pretty comical as a reference to the iconic line in Starfox "do a barrel roll", it's just unfortunate that there was no sideways movement for the sub.
The ending was a bit unexpected and it felt somewhat premature.
Overall though it's a really nice game.
Great gameplay, Would have liked the level to end on the first loop to try and get a high score. I liked the art style however the aspect ratio was off and I felt that it was too grainy and saturated. Missed a chance with the barrel roll as I thought it was a dodge so decided to stop and see if I can get hit and was sad to see I can't
Great gameplay, Would have liked the level to end on the first loop to try and get a high score. I liked the art style however the aspect ratio was off and I felt that it was too grainy and saturated. Missed a chance with the barrel roll as I thought it was a dodge so decided to stop and see if I can get hit and was sad to see I can't
Good game, the mechanics worked really well. I didn't like the aspect ratio but I did like the retro vibes especially with the sfx. I feel like the barrel roll and loop mechanics are a missed opportunity as they would have made the game more fun to play.
Not a bad game but... I hated the aspect ratio and the fuzzy filter that went over the top to make it look like an older game as I feel this just made it more difficult to play for no reason. I really liked the sound FX's as they were spot on and the music was also very suiting. The environment was also very well made.
Overall a very good game but I just couldn't get on with the artist direction that you took with this game.
Firstly really enjoyed the art style very retro and i loved that, also the models were both simplistic yet perfectly designed for this game. Really impressed with them and the whole continuity of design very very cool.
I did also really like the barrel roll and backflip animations even though they serve no purpose although perhaps disappointing they did not serve a purpose.
The music was excellent as were the majority of the sound effects, however some of them were a little jarring and repetitive (i think its the enemy's taking damage noise) which i didn't overly enjoy maybe a different effect would have been more suitable.
I found it kind of strange that the controls were told to you at the end of the game and maybe felt there should have been a main menu with controls on instead of just being thrown into the game. The win screen also felt a little weird and sudden. I didn't really realize i had reached the end of the level until the win screen popped up.
Overall i really loved this game and it has got me itching to go boot up some of my old classics, really good job all round
Thanks! The 3D team done a great job at making all the models!
Like I mentioned in replies below, lack of gameplay is down to me not having enough time for the programming, and a menu would've definitely been added in if there was more time, and the reason for *those* controls being told at the end of the game is because they're completely useless. You cannot achieve or do anything with dodges or somersaulting - again, more compatibility for these mechanics would've been added in given more time. The required controls (click to shoot) are easy enough that I don't think they need any explanation.
I agree that the win screen is sudden, and the win goal isn't told to you beforehand, the win goal is to just kill 35 enemies.
The game was really good, I enjoyed the constantly repeating map with mouse controled shooting.
The only issue i found was that the win screen had no function sticking you there till you close the game.
The win screen works just fine for me!
First off, Very cool Idea for the video nice to see something other than gameplay. The Overall game has a nice style to it and all of the assets stick to the retro game feel. Shooting mechanic has been done very well as well as the enemies hit animation which makes them quite satisfying to shoot. The gems are also very nice and give good feedback to being shot and picked up. Overall very high quality game, However, It would have been nice to see some sort of Main menu and some more advanced movement but the latter isn't too neccesary, the Barrel rolls are a good replacement.
Thank you, The video was made by our team member Hayley, she done a great job on it! And I'm very glad you like the style of the game, honestly that ended up being a coincidence as the models ended up looking REALLY cool with the PS1 style resolution I set, they were clear and bold which is exactly what we needed! The 3D modellers on my team done amazingly.
The enemies hit animation and the collectable animation is one of my favourite parts as well, I loved programming that in and using Easing Equations to figure out what the perfect curve is to use to make the tweening work how I want it to, and the feedback is all thanks to Tess, one of our leaders, I felt the sound effects were great and had JUST the right amount of 'retro sound' to them to make them sound like they fit in perfectly!
The lack of a menu and simple movement is down to how limited I was on time, as I was the only programmer on the team, I had just about finished with laying out the 3D models for the environment when I ran over my 14 hours, I would've absolutely been able to add much more gameplay if I had more time to spend on this, and the menu wouldn't be hard to add either, with the menu I'm not sure if it's too necessary for a gamejam game as you typically want the player to get straight into the gameplay though.
It was alright to play, I do think the filter might need to be toned down slightly and it's a bit weird you can barrel roll bt still stay on the same spot? Also the gun might need a reload limiter cos I turned on my autoclicker and just had a minigun firing xD
Thank you! I agree with all those points, the barrel rolls were something which were implemented in the game, but never got finished, I decided to keep them in as a nice little touch and ensure there were no enemies on the track.
As I was the only programmer for the game, a lot of the gameplay was limited, so stuff like guns with reload and the rolling not *doing* anything were all down to me not having enough time to implement anything to use it with, although given more time, I most definitely would've implemented more gameplay.
And by filter, I assume you mean the blue fog in the game? Or perhaps the resolution the game was set at? I haven't really got that much of an eye for art, so that may be why that was lacking.
gg
I love this games look and sound its also very fun to roll around.
any% speedrun
I was amazed with how the game played(smooth) everything felt great and the retro graphics did take me back to the good old days, it also gave that underwater feel! Great Job.
I loved the 3d models, would of been nice to see them a bit clearer but from what I did see they were great! If I had to moan or pick a problem it would be the controls and not being able to dodge or be involved in some sort of level system but with the time we are give the game is great and you should be proud!
keep up the good work, Great job!
kind regards EthanMarsh
Thank you, I'm so glad that you think the game played smooth, and I'm glad I was able to achieve an underwater feel for the game, that's music to my ears! :D
As for the graphics, that's a big thanks to the rest of the team, they done amazing on the 3D modelling, and I think them making models for this game has made them more confident with making models in general, which I couldn't be happier with!
For clearer models, I think that is completely down to the resolution to get the 'retro' vibe, I think if the resolution was any higher than what I set it as, it would lose the vibe, if you want to see some of the models in more details, ask my team for pictures and I'm sure they will happily send them your way.
As for the controls! The lack of use for the barrel rolls and somersaulting, that was all down to me not having enough time to implement any more gameplay mechanics into the game, as I finished this with just over 14 hours, being the only programmer on the team has certainly made me realise that I like solo-ing the programming part of the development, but it may have been helpful to have an extra hand.
I adore the way this game is presented, from the aggressively retro graphics and sounds to the sweeping camera through the nicely built underwater landscape.
My only real feedback is the lack of challenge, I assume from the self proclaimed pointless movement controls that you were planning on adding in things to dodge at some point and simply ran out of time, but either way the gameplay as it is now feels like it's missing something to me.
Great job!
Thanks for the feedback.
Yep, I ran out of time, I was a little over my 15 hours when I finished adding in all the programming, basic gameplay and amazing 3D models that got made by my amazing team.