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Bobaquarium

22
Posts
A member registered Sep 27, 2020 · View creator page →

Creator of

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Woah, I like this one a lot. The idea is so simple, but implemented so well, I could see myself playing more of this.

If I had to offer some feedback, it would be very helpful to have either a faster way to travel or some sort of enemy radar. I ran around the map 2-3 times trying to find the rest of the enemies, only to find one stuck in a wall. The bug is still need to be fixed, but at least it would be faster to find.

The art and idea are so nice that I gave the game a second chance despite the annoying controls. At first, I thought it might be the WebGL's fault, but the Windows version's controls feel the same.

If you plan to continue this or making another platformers, I suggest searching about "coyote time" and "jump buffer". These are just small bits of extra code, but they make the jumps super responsive.

Additionally, I think you should reduce the shake effect a little bit, a little shake when the character fall from height or when they attack is cool, but constantly shaking when the character doing every little jump can be annoying.

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The game works fine and fits the theme well. The art is simple, but I like the color variations that make the enemies and background look more diverse. The controls are also responsive.

IMO, the only thing missing is a clear goal. Maybe have a limit on the number of enemies that need to be defeated or requiring the player to reach home after walking x meter.

*sorry, for multiple duplicate comments, I have deleted the rest.

The game has great art, but the UI blocks half of the playable area when not in fullscreen mode. I think putting them on top would immediately solve this issue. Additionally, the invisible wall lining up with the building on the right part of the map is a great touch. It would be even better if the invisible wall on the left also lined up with the background art instead of randomly placed there.

There's something wrong with the jump, I can't do anything after the first fight.

Interesting take on the use of glasses. One thing I would change is to increase the movement and attack speed while lowering the attack power, so it doesn't end in just 10 punches.

Interesting concept, playing more round than I expected, click and drag is tiring though. I would probably play several more rounds and try to unlock everything if I could simply click a card and then use my keyboard to choose where to place it.

As of now, the player can just spam attack and win without touching any other buttons. Adding cooldown or energy meter to the attack (after fixing the delay) would make the gameplay more interesting.

Thank you for playing and giving feedback!

Losing focus on the cone is certainly not intended. I will keep that in mind.

Thank you for playing! Unfortunately, the graphics are outside of my scope at this point.

Hmm... I assume you didn't read the paragraphs in the game page. Maybe I should add them inside the game.

Other than that, I should also explain that the game is over when either the fight finishes or the meter is full.

Thank you again for playing and also the feedback!

Although the art style is not the one I would usually personally enjoy, I thinks it fit very well with this game.

The controls are responsive and it felt fun to jump around and shoot the guns (except for the low accuracy smg). Additionally, I also appreciate the infinitely respawning health and ammo.

I appreciate how the game incorporates the theme and special object as its main focus, rather than just as an afterthought. However, the controls feel a bit awkward. On the bright side(?), I did notice that there is a config menu that hasn't been implemented yet, which I assume will be where the binding menu would be if you have more time to polish the game.

I think this is (one of) the most polished game in this jam.

Solid controls, smooth animations, good and fitting art style, the music is suitable, the sfx and vfx when the punches connect. 


THE AI LOGIC!!! It's refreshing to find a game where the enemies don't just attack you all at once.

Haha, I had the exact same thought when playing this.

A simple solution would be to just add a bunch of text containing the backstory.
Not the best approach I know, but at least the player would have a little bit of context.

On a positive note, the main menu is cool, unfortunately it has no relation to the game content.

I should preface by mentioning that I got a warning about a known issue with my amd driver. IDK if this affects anything.

- The rain effect is cool. I hate it at first, but it has grown on me.
- While the game is not hard, restarting from the beginning can be frustrating.
- Sometimes the enemies got bugged and and became stuck to each other or to the doorways.
- Also, it doesn't affect anything, but I am curious about the reasoning behind the default keybinds.

The game is not bad. The visuals are simple, yet fitting for the game. The ring effect is nicely done. The main menu's UI is clean and intuitive, although the in-game UI could be improved as the pop-up text disappears too fast.

I found the punch controls to be a bit unresponsive, or maybe I just don't understand them. Sometimes I can punch 4-5 times in a quick succession, while at the other times, it won't register the clicks.

There is also a problem with the glasses, as I kept getting the same one(?). It would be helpful if they were more visually distinct or the RNG could be adjusted. Speaking of RNG, I can attest that receiving empty chest is not fun.

Overall, I can overlook most of the issues, but please make the difficulty easier.

Thank you, I'll be sure to check your (s)cool game too.

Thank you for the positive comment!

Even though I intentionally set different probabilities for each fighter, I didn't know someone referred them as 'personality' would make me this happy.

Also, I agree that it need to be more polished.

I agree with everyone's comments, the visual is very good and doesn't feel like a game made in about two weeks.

One thing that would make this 100 times better is if there is an instant text option.

This is the one that interested me the most. However, there are some things that could be improved.

First, I got stuck in the "feed the cat" part because I wasn't sure if some items were simply not the answer or if I didn't align the hitbox properly.

Additionally, since some missions require clicking the "?" icon to solve them anyway, I think it would be better to add notes in the sea rather than waiting ~5 seconds for each task.

On a positive note, I love it when a game allows controlling the character in the credit scene.

I really like the game. The only issue I have is the inability to undo or reset if you make a wrong move. While the animation is interesting the first time, it can become tiring to watch it after multiple viewings. However, this is just a small nitpick, and it doesn't take away from how good this game is.