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Thanks for the great feedback!

Yeeee I probably spent far too much time on the water physics xD, but I'm glad a lot of people are appreciating it as much as I do.

For movement and the speargun mechanics, I was leaning more on the realism side. Originally wanted to make the swimming more complicated and involved, but I remembered water levels suck and scrapped what I had for standard platformer game feel. If I had more time, I would expanded more on the swimming to be like DKC.

Fish spawning was a bit of a late addition for me, originally was going to have a much bigger world with specific fish placements, but didn't have enough time. To be honest, AI pathfinding and logic is one of my least favorite things to code xD, so I opted for complete random movement simple run direction math.

Understandable, hey your game works and is playable and complete as a game, I didnt get stuck somewhere with no clear way to progress or run into something infuriating (in a bad annoying way, not in a well planned well designed difficulty spike). Most in the jam cannot say the same.