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(+1)

The game mechanics are fun to play around with, but the low leniency of the water storage and slow acceleration of the archerfish limits what you can do with them. I also thought it was funny you can flop around the fish with the mouse, which definitely saved my life a few times. The last segment, which I assume must be a reference to Getting Over It with Bennett Foddy and all its mountain climbing glory, is even more unforgiving than the segment for unlocking the elevator, being that both are aiming puzzles with a sharp turn to be made and targets off screen, making it, bluntly put, unfair, since the player is forced to aim towards something they don't even know the location of. It's like shooting in the dark. I did just realize there was a look around option, but I don't think it would help because the viewable part of the screen is based around the mouse location, and you have to aim in the opposite direction of the target. It took me about 4 minutes over an hour and more than 500 restarts to reach the top (because I kept hitting R whenever I was slightly off target to save time). I assume someone better than me would probably have taken half an hour, since I don't play platformers, but that would still be a lengthy chunk of time. For a game that takes around 30 to 60 minutes, I'd suggest a song length of at least 3 minutes, maybe 5 minutes if possible. It would also be helpful for the player if sections had their own music, so that they know when they've reached a checkpoint, because one assumes that every body of water is a checkpoint, but then they find out... it isn't...

it's not a bad game. the level design just needs some more consideration for the player and maybe an overhaul of the music.

(+1)

Appreciate the lengthy review! I definitely should've made the game more forgiving. I didn't think it would take that long, I aimed for about 15-20 minutes of gameplay, but I am, of course, biased because I literally made the game. Making a track for each checkpoint is a great suggestion.