Thanks. Yeah, the idea preceeded the art, and neither of us really had the skills to pump out each of the assets we needed in time. Unfortunately, no one asset pack had the mix of characters, environment, and interactible objects we wanted. It would have helped if we had found an artist to work with, but you work with what you’ve got, I guess.
Gifthammer
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Short but hilarious. Super well done on the visuals, straightforward idea, and even a leaderboard!
I played a couple of times and had a lot of trouble getting the paw attack to do what I expected to, despite how simple and intuitive the controls seemed. Maybe there was some sort of “hold down Mouse to reach further” type of system, but it just seemed random no matter how I tried to change my tactic. A quick freeze frame or two at the end of a player’s first run might have helped to explain what it was I wasn’t getting about the controls.
What an incredible piece this is!
The hand-done characters and environment. The way your sound design ties into it, the way I’m never quite sure if I should be attacking every enemy I see, or if everything is a lie. The only part I didn’t absolutely adore was the lack of knockback on the first enemies we encounter. I tried to stand my ground against the first couple of them, but even spamming the attack button didn’t knock them away faster than they could approach.
A healthbar or something would have also been a nice way to reinforce the uneasiness the character was making me feel. It didn’t quite seem like I could die, even though every stroke of the game screamed that I was about to.
Amazing job!
Hey!!! This is really cool Kadala, congrats! I started playing some of the tutorial levels/areas/whatever you want to call them. You sell the environment and goal right away, and the combination of abilities seems super interesting! A few notes that I saw in case you haven’t written them down yourself yet though:
- Jumping feels a little floaty and un-polished, but that’s not really a bad thing either if the player isn’t going to have to be making quick, super skilled jumps. (Tbh, jumping is why I don’t make platformers myself XD)
- “I don’t have enough fingers to press all the buttons!” This was a thought I had a couple of times. Most notable were that jump and Open Door felt reversed to me, and I had to keep switching hands in order to throw potions.
- Hold to throw farther. This interaction will feel so much better once it has a progress bar to show hard I’m about to throw a potion. I had some trouble trying to gauge it only by feel for that first high-up button.
- The room with 2 boxes where I was supposed to use C to open the gate while I walked through: I think I softlocked that room after physics-clipping the two boxes into the corner by accident and yeeting them into the void. No page for me :(
- I LOVE THE CROUCH DRAWING!!! Hahahaha. It’s perfect.
- Okay, shooting clouds is way too fun: https://gyazo.com/a2e2f75eb845bf5c3fb3cfc56e5aa195
Interesting survival / resource harvesting idea. Is it just me or is trying to build a third harvester buoy a death sentence? I kept dying within a day of building it no matter how hard I raced between them to collect every precious water drop. Don’t let that undersell how much I appreciated the 90s High Seas Pirate game vibes of this though!
Really enjoyed the boat movement controls. It resonated with me from the moment I dropped in and pressed forward. The pixel effect and color scheme did a perfect job of setting the mood too. My one main issue has to be the same issue I see most on games with NPCs that chase you: they have almost the same movement speed as the player and it never changes, so it’s hopeless to outrun them. I recommend changing the sharks’ max speed when they’re almost in range to bite the player (never TOO far away, but don’t get too close too easily in other words). The sharks also felt like they had a huge attack radius. Keep up the good work!
All around a pretty neat idea! I had to fight some disconnect between what I guessed I was capable of vs the controls the player is actually given at level 0.
Assuming it really is meant to be an “outrun the other monsters” survival game, the main thing I would recommend adding is an event for the first time a monster turns its attention onto the player and gets close. When that happens, I feel like the words OH CRAP RUN! should practically cover the screen. My first few deaths were trying to figure out how to fight those first two monsters, not from failing to run away & stay alive well enough.
The world was very cool and the controls were very smooth once I entered fullscreen. Windowed mode kept trying to turn me to the right.
Interesting story, and I really like your work with the minimap and quest markers, very clean! A few sound effects would have really made it pop imo, if I sit back and insert some in my head, I can imagine a really charming game here!
The main thing I would have recommended to improve on it was some of the key layout. I didn’t realize I could talk to the crab until night 3, and found it by accident when I ran out of ideas. Still not sure which key it was. The button tips you did put in were a great touch though!
Oh, if the screen still said “Press any key to continue” then you might have gotten trapped in the debug console.
Pressing either Esc or ~ keys should get you out of the console input.
That was one of several small annoyances I would have fixed about the debug console if I had the time; Most terminals let you click away from a text bar to release focus on it. :(