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I think the game would be significantly more fun without the limited movement mechanic, or at least to allow us to turn it off as an optional change in difficulty. I’m not sure what it’s doing game design wise as there’s already an inherent risk to moving, meaning you can’t just spam click and succeed. If it’s necessary for a reason I’m missing, then I think the charges should show up on your character or below them or something instead of way off in the corner of the screen, so you don’t have to take your eye off the clam to check how many charges you have.

The music seemed charming but got way repetitive way fast. I think the clam artwork could use some more contour lines (||||) instead of the (<>) thing. I like the simplicity but it ends up reads like a pot or a sack to me.

Also highly recommend for the water particles when you move around to not change direction with you. In Godot I think turning local coord off is usually the simplest answer, though you might need to reparent the system, depending how you’re doing things.

I do think the basic gameplay loop has the potential to be a great little mobile game, but i think the movement mechanics and such are just a touch on the difficult side. Still, it’s a really solid entry overall!

(+1)

Late reply, during the development it became too easy to just go anywhere if you can push whenever you want If you push yourself in opposite direction you basically stop in that place, the charges create bit of difficulty, maybe too much but balancing is hard

Thanks for playing and the constructive criticism!