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(1 edit)

I’m honestly struggling to have fun with this game.

re the backwards hitbox issue - assuming you genuinely couldn’t get it in the right position, surely a better solution might have been to commit to the bit and have the fish itself swim around backwards? Also, re the level issue - perhaps you could have marked the starting area as level 1 (instead of leaving it unlabelled) so players would actually know that level 1 is actually level 2?

Aside from that, it’s still not entirely clear what the fish is meant to be doing within the levels. Sure, press spacebar to eat and all that, but, even when accounting for the dodgy hitbox, anything that seems eatable (such as those other fish) just end up outdamaging and killing the player fish, not even giving the player fish a chance in the fight (thereby telling the player ‘you should avoid combat, as you will lose’) - so I have no idea how the player is supposed to be able to win a fight against that lobster (which I’m guessing is meant to be the boss of that level?)

And, regarding those upgrades - how is a player meant to unlock them anyway? I’m guessing they’re needed to get those golden worms in the actual first level, but there’s no clear indication of what needs to be done to get them.

Overall, this game just feels… bad. not in a good way, just in a very uninteresting way.

so the first area is home. All you do there is collect the gold worms. It tells you that after collecting the first golden worm. I really didn't think it would be that difficult. The worms unlock levels. Your ment to play with 2 hands on the keyboards. The lobster kills himself randomly in under a minute.  Don't fight. You can walk through 90% of the game. Find hidden worms. And making him swim backward is the same as forwards. Having to hold a button makes it more challenging.

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so the first area is home

Okay, then add something saying that to the level select screen. Make it obvious to the player that there’s something there. Otherwise, the player is naturally going to try entering level 1 and then realizing ‘wait why can’t I enter level 1?’ and presumably get frustrated and either quit or accidentally enter the ‘home’ area out of boredom.

Or, even better - why not start the game within the ‘home’ area, and only spawn in the ‘return to world map’ hook after the player has obtained the first worm, to make it even more obvious?

It tells you that after collecting the first golden worm. I really didn’t think it would be that difficult. The worms unlock levels

Yeah, I know. There’s no need to be so passive-aggressive about that.

Your ment to play with 2 hands on the keyboards.

*Meant. And seriously, there’s no need to be so passive-aggressive.

The lobster kills himself randomly in under a minute.

Okay, so how is the player meant to work that out? All they see is an obvious opening from the area (blocked by an invisible wall) so, y’know, how is ‘oh I just gotta camp the lobster out for a minute’ the obvious conclusion the player is supposed to reach?

Don’t fight

I’d suggest changing the character design from a fish with a big mouth (with big ‘me eat other fish’ vibes) to a more passive-looking fish (with more ‘I do not want to get eaten’ vibes), to communicate that to the player from the get-go.

Find hidden worms

yeah I did that already

Having to hold a button makes it more challenging

But is it fun? Does it meaningfully contribute to the gameplay experience, or does it just feel like a chore to compensate for some horrible programming?

Honestly, please think about things objectively for a second. When designing a game, consider what the average player, with no prior knowledge about yourself or your expectations, is going to think upon first playing your game.