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(2 edits) (+1)

I rage quit in space, so that might be a foddian success! lol

But for real, it genuinely felt way too random for me to know when the boat would just turn around completely at random, when it would tilt the way I'm holding or not, and whether it would just break on place or get completely thrown off very far away (maybe I just didn't notice enough indicators for these things, it just felt quite unclear).
It didn't really help either that, after breaking the boat, I'd inevitably hug an obstacle and almost always had to get hit at least 2 or 3 times there before being able to get back on track (just to get hit a few seconds later and be forced to repeat the whole process).

I feel that, to me, combining all of that together resulted in a deep frustration that didn't stem as much from the loss of progress as it did for the repetitiveness and constant feeling of not being in control of anything most of the time.
It might very well be just a personal skill issue honestly, it's just I don't think I even got to lose a ton of progress at any point and I still got triggered (which isn't usual because foddian games often make me urge to keep trying for a long time, with a good kind of frustration), so I thought it was worth pointing out hów that felt to me.

Other than that, I do think the concept is interesting and the aesthetics and sound fit very well.

(+1)

Thanks for your feedback. I'm sorry to hear the mechanics gave you such a hard time :( The boat position after crashing could definitely use some work.

As for the direction of tilting, the canoe is supposed to move in the direction opposite to the oar, like how it works in real life. I tried adding a few visual indicators to show how strongly you're rowing and how damaged the boat is, but I will consider putting a better explanation of the mechanics in the future.