Took me a little while to really understand that the boxes shrunk while in water lol. Until then I was kinda just placing them to the side of the boat.
The presentation as a whole is cool. Love the flash-esque art style and the music
I love the strategy of needing to switch between boxes that are shrunk and the newly added ones that haven't shrunk yet. Especially in the heat of the moment when you need to target seagulls
However, I think the physics and collision detection are a little wonky sometimes, mostly because I couldn't jump, or even move at times. This became quite annoying later on when you really need to move to get to some crates that spawned. Although I guess it's a by-product of the actual design of allowing the player to place crates effectively wherever they want. And I do like being able to use the player as a dynamic weight at some points of the boat
That said, I also kinda wish that there was some sort of indicator or something to tell you that the entire ship is about to go down, because it kinda jumpscared me when it did happen since it seemed like the boat was fine for the most part lol
This is also going to sound very nitpicky, but I kinda wish that you could move the camera downwards a little. Mostly because you need to start replacing the crates at the bottom and you'll definitely reach a point where there's no space and you can't. And you can't really remove the boxes that are there because it would lead to the gems falling. This does admittedly add to the tension though, so it's probably just a skill issue on my part lol.
All in all, I think y'all made a fantastic game here. Great work to everyone involved
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Thank you for such a detailed comment!
In fact, the boxes don’t shrink in water (they don’t shrink at all). Instead, you and the gems are slowly getting bigger, and the newly-spawned boxes are bigger as well. Now I know it’s not obvious at all, I think the size should change in steps which would be indicated by an animation.
Regarding the physics - yes, it’s indeed janky. Buoyancy turned out quite easy to implement but I really struggled with the character controller - the dynamic one was too floaty so I ditched it, and the kinematic one interacts weirdly with rigid bodies. Also, increasing the player’s size (along with the collider) does not help.
The ship is not supposed to suddenly sink, this was just another physics issue. This happened to us as well during development but I couldn’t debug and fix it in time.