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Thank you for playing!  I appreciate the feedback, this will help me improve the game and help me make things fun for more players for sure!  Level select is a great call out, interaction would be a good idea along with just making it more spacious in general.  I have even toyed with the idea of making it a top down view more like Super Mario World or Shovel Knight and just make a Hub World map that opens up as you beat levels... I might get more serious about implementing that as well.  I'll try some things and see what works.

I hear you about the design confusion, the Longnose Gar (fish) character was not intended to be a platform but rather just an enemy (they are a natural predator of crabs among other things) that players could ride on or use as platforms if they wanted to.  I may set the collider so the player cannot stand on the fishes back in the future, it should not be necessary to complete any of the levels at this point.  I got this note twice just here at the end so it does feel like something I should try to address.  And the flipping is not a bad idea as well, I like the visual of the fish actually rotating around but gameplay is king for sure, I don't want it to make the game feel more frustrating and less fun.

Thank you for the Opacity fade out suggestion for enemy deaths though, I will start looking into that right away I think I could improve a few of my games with that feature.  The instant removal can be a bit jarring.  Plus I could probably use the same effect for the player during invulnerability frames... good idea for so many things!

I have run really short of time this week, and I don't think I managed to get to your game over the weekend but I saw the gameplay video was posted.  I'll be sure to at least check that out and give a rating!  

Thanks again and good luck with your game development!

Yes, by the way, in my game, I'm using a same distortion visual effect based on opacity mask on Yin-Yang Orbs and Golden Spikes, you may notice how they gradually appears and disappears over time before being destroyed. And a character on right side is mirrored by setting Y.scale = -1.0f. I'm sure that will help!