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(+3)

The absurdity of the premise was great, I would have liked to see you guys lean into it even more in-game and not just with your promo stuff. Eco jumping out of the water had a solid feel to it and was just the right amount of challenge to go after power ups in dangerous spots. I would have liked if the RNG didn't guarantee some powerups would be guaranteed damage if you went for them, but jam games and all that.

An on-hit effect when something takes damage was sorely missing. I still don't know if the zapper is just super weak or if it can't actually destroy obstacles like the other weapons can.

As a quick design note there's nothing disincentivizing the player from just sticking with a weapon they feel is the best they can find. Whether or not this is the optimal play, it definitely encourages a behavior that invalidates one of the mechanics that makes your game fun. Having to make that choice between "do well" and "have fun" is a losing choice regardless of which you go with. Having the weapons be powerups that exhaust on a timer, or giving some incentive beyond score for swapping weapons would be an easy way to nudge play back in the right direction I think.

Night got a bit dark on my screen.

In all, good job guys! You made a fun game. Not everybody can manage to get that far in a jam and y'all did. The world's a slightly brighter place with a lil' wizard fish in it.

(+1)

Thank you for all the feedback! I agree with pretty much everything you said (I had a plan for the weapon stuff, but time and all that). A lot of the weapon balance was a bit last minute, so I think the zapper was likely just pretty weak. Thanks again for playing our game and spending so much time giving your feedback!