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(+2)

This game is very very nice, animations and visuals are very stylish and coherent, music and sounds feel very good too, and game mechanics are very nice as well (I loved the homages to jetpack joyride in the "rides") :D

It's clear you're 3 talented developers from the polish and care behind all the components of the game (visuals, audio, gameplay), kudos on the theme!

A couple of suggestions and tweaks I think could help you if you want to expand the game:

  1. According to the tutorial, the "expanded" fish version should move slower (horizontally), but it doesn't really feel like so... I ended up playing all the runs with the expanded version to take half damage and it didn't really make a difference compared to the smaller fish version, so I think there might be some bug or something not having loaded properly perhaps? If that's not the case and the speeds are how the fishes are actually supposed to move, then I'd suggest to make the bigger fish version even slower, as it doesn't really help now to switch to the smaller fisth version in my opinion;
  2. Speed up the "level up" items descriptions appearance, or maybe make it appear instantly (even thoguh the text appearing letter by letter, with the souds, feel very nice);
  3. I'd suggest going for a landscape mode where your fish slides horizontally rather than vertically: I know the horizontal slide makes your game more unique with respect to the thousands horizontal-movement endless runner that exist, but the horizontal layout sure lets you see more obstacles on screen at the same time and react faster, especially considering that your fish is already pretty much elevated from the bottom of the screen already.

Please note these are just tweaks and adjustments only relevant if we want to get very picky, the game is already amazing as it is, could be a very nice mobile game in my opinion (would need some adjustments on how the "hover" mechanic to see items descriptions work, but the mobile version of the game is already pretty much developed as of now basically). 

Excited to see what you do with the game next, keep me posted, good job on the amazing game :D

(+1)

Thank you so muh for the kind words! Glad you spotted the jetpack joyride influence!

The expanded fish is slower veritcally specifically, not horizontally so you get more time to avoid obstacles, it's a minor tweak(80%). I might adjust it to 70-75% to make it feel more impactful. I wanted the slower speed and reduced damage to balance the larger hitbox, which is a big handicap in a game focused on avoiding obstacles.

All your suggestions are spot on, and seeing how amazing your game is, I'm not surprised. But let me geek out for a second...
After seeing your replies to comments on your game, I have to say: you're either extremely humble, lacking in self confidence, or unaware of how good your game really is...

At first I wasn't impressed by it, but as I saw more mechanics, and more, AND MORE, and how they overlap with eachother I was blown away. When I figured out what the flag does and how it speeds up gameplay I nearly fell out of my chair by how genius that design choice is. This might sound exaggerated as a way to "repay" your kind words, but I genuinely mean it, your game is EXTREMELY good!

(1 edit) (+3)

I hadn't noticed the vertical speed decrease for the bigger fish, I actually expected it to move faster vertically instead since losing 0.5 HP instead of 1 is an OP advantage already (the bigger hitbox wasnā€™t too much of an issue for me), but that's your game, I hink your design choices obviously make more sense than mine.

Regarding the compliments, thanks again! But really, I spent the first day and a half just planning the gameā€™s mechanics and UI with mockups, so once the system for creating cards and a few sprites (reused everywhere) were done, making the game wasnā€™t too time consuming. The game literally has only four different screens with only cards in them and a simple graph to break the repetition. I even had time to add some quick jazz tracks from an old FL Studio project in the end.

I think once a simple game like this is well-planned, you donā€™t have to grind too much on implementation (though I have to admit I did run into a few problems I completely overlooked during planning). Also, experience plays a big role in this as well, Iā€™ve been working on my own Unity projects for about seven years, and I sure was not this efficient at start, but with time, developing games does get easier, especially when youā€™re dealing with simple visuals and donā€™t need to spend much time on sprites or animations.

Sorry for the long reply, I got carried away a bit... Iā€™ll keep it shorter next time if needed. Thanks again for the kind words!