Thank you very much! 😺
Douckdouck
Creator of
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Thanks a lot :)
Yes, the controls are quite difficult, especially if you're playing solo (which I imagine most of the players here are). But for some time now, I've really wanted to create a game for two players on the same keyboard. So I prioritized the controls for two players and added some really cooperative moments so as not to make it too simple for a solo player :D
Thanks so much for your comment and congratulations on your score!
Honestly, I impressed myself this time :D
As I said in the previous comment, I pretty much created all the gameplay and graphics in an hour and a half. So I was able to spend a lot of time on details and effects.
Regarding the food particles, yes, everyone seems to agree xD Maybe it's a matter of changing their color or size, or maybe being more explicit from the start of the game about the fact that it's food. I'll rack my brains and come up with an idea :D
Ahah! Thanks for your comment :D
I was the first to be surprised, but I'd already created most of the game after an hour and a half and couldn't believe it myself. I have to say that the visual minimalism really helped. But the music is also very simple, and it only took me about twenty minutes to create it, I think. Anyway, I was able to spend a little time at the end of the creation on the visual effect of the border (which I hadn't planned at all, but which was suggested to me in the chat during the live creation).
As for the particles, everyone seems to agree with you xD, I'll think of a way to correct that.
Yes, I completely understand your practical and material reasons for not wanting to go over 3 hours. My opinion was more that you shouldn't devalue yourself if you go over. The three-hour limit is mainly a framework and nothing else.
As for the ranking, I quite agree, although it obviously depends on the other games submitted to the jam. And it also depends on your current track record. There's no such thing as genius. Creating games is like anything else, you have to learn :)
Anyway, I was very interested in your thoughts and thank you for these simultaneous discussions on our two pages!
I hope to bump into you here and there, during a trijam or elsewhere :D
I think that to make a living as an indie dev, you have to find a happy medium. I'm not going to bet on commercial success with the first games I publish. So really, I'm going ahead with the idea of trying things out and maybe I'll come to the same conclusions as you, but I've got to give it a go. Plus, I've got the advantage of being able to take my time a bit before I manage to make a living from this business. In France, where I live, I receive the RSA, which is a minimum income. It's a very important right (which is particularly under threat from current politicians, so I don't know how long this situation will last), but in the meantime it allows me to live on a minimum income without worrying too much about bills.
Also, I think the mobile market is saturated, but there are also a lot of people who download small games and don't mind paying small amounts. If I had to put a price on the game I imagine making, I wouldn't imagine more than $1.
But that's also because I'm not going to spend a phenomenal amount of time creating this game. My current idea is not to spend a year or two on a game that has to work at all costs. On the contrary, I'd like to create several small games that don't require more than a few weeks or months of investment. Less risk if a game doesn't work, and more sanity!
Very interesting to have to avoid elements that come from below and others that come from above. And congratulations on a great atmosphere :)
I managed to get 340 gold during my best game!
However, I had a little problem with the screen cropping. If I'm in full screen mode, I miss the bottom and top of the image. But if I'm not in full screen, I have less width. Honestly, it didn't bother me too much when playing. I played in full screen, and left full screen to see my score :)
Anyway, well done for this game!
What a major project!
I really liked the atmosphere and I agree with the previous comments that what's missing from this project is basically everything you've put on your to-do list.
That huge creature had me bloody worried! It took me a while to realize that it wouldn't hurt me. At one point I even said to myself, “It's not hurting me at the moment! Maybe if I extract 250 biolum, she won't be too happy!”
In short, a great game! I can see why it took you so long :D Well done!
Honestly, I don't know anything about the mobile gaming market. I just know that today's younger generations have strangely fewer computers than they used to, and that many do everything on their mobiles. I'm clearly a PC gamer and very rarely play on my mobile. But I have people around me who only play my games if they're playable on mobile. So I ask myself this question and try to take it into account.
I'm in the process of creating a game that will be playable on both PC and mobile, and I'll be selling it on Steam, Itch, playstore and so on. It will be the first game I market. So it will also be a way for me to understand how it all works and where I stand in the market.
On the other hand, I'm not looking for my games to become famous or create a buzz. I just want to be able to make a sustainable living from this business. And since I don't know the mobile app market either, I'll have to try and find out. So this game, which I don't think will require much effort to produce something nice, is the perfect opportunity to give it a try :)
As a general rule, making games can be bad for morale. That's the danger with creating the games you dream of, and the best advice I can give you is not to create the games you dream of, because you simply won't be able to create them as you imagined them.
On the contrary, creating a game with no expectations is the best way to let yourself be surprised. Many of the games I've created for Trijam are games I don't play myself, or would never have thought of creating. And sometimes it's as if I've stumbled on a good idea, an idea that turns out to be much better than the games I dreamed of :D
And I know what I'm talking about: I've spent years creating games that never saw the light of day because they were too ambitious and idealized on my part (and bad because they had no real gameplay). And even more recently, when I created the game Open the Box for a Trijam, which was a point-and-click game (a genre I'm crazy about), it was the most complicated game jam I've ever created, because I wanted to do things too well, and in the end not only did the result fall short of my expectations, but the creation of this game was also a bad time to spend.
Sorry, I'm spreading myself a bit thin with anecdotes. All this to say that competitiveness and dreams are motivating, but they're also trapping and crushing. So creating small projects with detachment, or telling yourself “I've been going over three hours for a long time now, and it's no big deal!” is a mood that's particularly good for morale, I guarantee!
In any case, I hope you'll be able to get rid of this “my games are trash” thought, which must indeed be quite painful to live with and which, I can assure you having played your game, is anything but true!
First of all, thank you for your comment :)
This is the first time I've made a game with just simple shapes like this. I actually drew everything directly in the game engine, which saved me a lot of time! And I'm quite proud of the fact that I was able to suggest the calm and agitation of the aquatic depths with such minimalist graphics.
As for Agar.io, it's perhaps an unconscious inspiration: I played it a lot about ten years ago (time flies!).
If I had three days instead of three hours, I'd try to solve the inevitable problem of this type of game (which is linked to its main quality): The aim of the game is to get the biggest snake possible, and as the snake increases, the game naturally becomes more difficult as there's less and less room to move around. It's a very interesting principle, and one that the original “snake” game exploited perfectly. But there naturally comes a point when the game stops because there's little or no room left. So, with three days ahead of me, I'll try to make the game a little more infinite, because this is the kind of game you can play on the train, in the doctor's waiting room or simply in bed on a chill day.
In short, I think we need to implement a system of upgrade choices (a bit like in hades, or in vampire survivor), which is minimalist but can renew the gameplay and increase the game's lifespan. A few examples of possible upgrades: increase the size of the terrain, attract nearby food to yourself, obtain a kind of shield to protect you once against an unfortunate shock, reduce the size of your body without lowering your score, and so on.
And perhaps in parallel with these improvements, other elements could increase the difficulty: more enemies, different enemies, momentarily forbidden game zones, etc.
The idea, of course, would be to keep things as minimalist as possible, but I think it's possible.
Maybe you'll get to see this version one day, as I'm thinking of making a small mobile application. I just need to find the time in the midst of my other projects.
A pretty incredible atmosphere! These sharks are both funny and scary xD! But above all, the diving perspective is very gripping and immersive.
I've read your devlog and I think you're being a bit hard on yourself. In any case, I'd like you to know that I really enjoyed playing this game and found the gameplay very original.
Finally, it's possible to post a game that exceeds 3 hours. You may not be able to compete for the official 1st place, but is that really the point? In any case, I know that there are a lot of people here (myself included) who sometimes want to create a game in 3 hours and end up making a game in half a day :D That doesn't stop us from posting the game and assuming that we've well exceeded the time limit. At least people are playing and commenting on our game, which seems to me to be one of the aims of any game jam.
Anyway, congratulations again on your game!
I haven't even managed to catch the Bertha yet, and for me it's already a 5-star rating in every respect for this game! The fishing mechanics work very well and the art and audio put me in a state of incredible thrills! I died on the third backchat barry, 600m in depth, I'll be back later to finish this game!
sorry, but I won't take the risk. Don't get me wrong, there aren't many people who would install an unknown file on their work machine without any guarantee of security or verification from Itch (and that's only to be expected, given the number of games posted on the site every day), especially when the file is flagged as containing a virus. In short, the best advice I can give you to get people to play your game is to figure out how to make it a browser version (you only have to look at the number of votes received by games that don't offer an online version compared to those that do to understand that my reasoning is shared by many people).
Thank you very much for your comment :)
This idea of the wall only revealing itself when touched was not an idea I had initially. It was suggested to me during the stream when I was creating the game. And at first I couldn't put it into practice. But as it took surprisingly little time to create the gameplay, I was able to devote the final moments of creation to this little effect, which I also like :D
In short, all this to say that creating live with people sometimes brings a lot to the table!
The first time I heard the little music, I didn't know if it was because I was close to the end, or if it was the lack of oxygen driving me crazy XD I ended up dying and didn't manage to find the treasure until my third try. Which of course made me wonder: is the maze procedurally generated? It sure looks like it! So first: Wow! And second: Bravo!
As for the rest, I really liked the atmosphere. In short, a great game!
A simple concept with potential!
For my part, the game starts to lag once I reach ten bones or so, and then the lag becomes more pronounced as I progress. I don't know if this will make any difference, but I suggest you destroy the off-screen fish instances once we've passed them. That's a lot of resources saved.
Anyway, congratulations on this game :)
I went through a lot of stages playing this game!
At first, I thought: “But it's going to be really difficult!”
Then: “Oh no, it's actually quite easy! And with this music, it's a really relaxing game!”
Then: “Ok, I've soon got about ten soaps. I probably won't last long. But that's the way it is.”
Then finally I died having accumulated 17 soaps! And it's a good thing there was music, because now I wasn't relaxed at all xD
In short, I really enjoyed this game. The gameplay was really perfectly realized, the minimalist graphics work very well and overall I really enjoyed playing it. Well done!