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I appreciate the comment, but I think you misunderstood the point of the game. It's not really a game in which you have to complete missions or lengthen the story; The objective is only to make the most turns and fall as vertically as possible in the water, all of this you do three times (hence the three attempts) to receive the average grade of the judges at the end. It's not an rpg, it's not an arcade with levels, you just have to make the best score to get one of the three medals (bronze, silver or gold). The game works like a diving competition; the diver must jump several times into the water looking for the best rating from the juries, remember that there should be no distractions. My game is a short game and that's it, you have to do the three jumps and that's it (if you want to get a better medal you can play again, but that's it). I know that the story is not line, I know that the music is not the best, the graphics are very poor and there are no sound effects. I accept the criticism, but I think your comment is focused on a more complex game, and my game is not that complex. Thank you for comment!

I understand where you're coming from and I'll explain what I meant slightly better. Every game makes trade offs some trade readability (gameplay) for visuals, I just feel like you traded of gameplay for story and went slightly too far with stripping it off it, the suggestions I was making were just examples for making the gameplay less monotone and consequently more engaging without interfering with the story part of the game, cause if the gameplay is nothing else but a pause between portions of the story then, I feel like you could have just as well written a book instead of making a game.

Narrative games exist and have many succes, I think a not to complex gameplay with storyline have thousand times more merit than the opposite. Each person have a different sensibility. So I think if you try my game you will be more disappointed