Wow. Totally exceeded expectations. Wasn't sure what to expect from the splash/header (the pixel art for that specifically was very good but also very old school, so it's hard to know what sort of game to expect), but this game looks & plays beautifully. The mechanic is suuupppeeerrr original & fun. I also really like the very subtle audio queue when you're recharging your light (would be nice if it stopped at the max though so you could know when to release w/o looking at the UI). In the final level, the contrast was pretty low when shining light at the ships which made them kinda hard to see. </ramble>. Awesome game, seriously!
grantamos
Creator of
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Thanks for the kind words! I definitely had fun. One of the things I definitely learned was that it's sort of less about the art quality and almost about the art quantity. Like, I'm no "art guy", but every time I added one more thing, the game just looked soooooo much better, which is something I've never really done before & appreciated. In any case, thanks again - I'll jump over and check your jam out later today!
Does the engagement continue in your experience? Like, if I were to update this demo, polish it a bit more (honestly it wouldn't take much), would it get any views / plays on itch? I've never published anything before so I'd totally be down if it actually was played, but if I'm just yelling into the air that's no fun :P
Yeah, I've had the same experience w/ games that have similar controls, but ultimately I enjoyed them, hence me _trying_ to replicate them in the jam. The boundary stuff is definitely broken, sorry about that. And hell yeah, something I meant to add was picking fish back up, but alas, the timer reached 0. :P
Random notes:
* I mentioned this elsewhere in the comments, but the movement was supposed to be a lot more weighty / gravity based for more fun.
* I'm realizing as I play other peoples games (and thus learning it about my own) that I should have made it so that the user never has to touch the mouse. e.g. menu movement via arrow keys/wasd w/ right to continue or something, etc. Makes it so you can get in the groove better.
* There's really not enough time to do anything. I think next time I'd just spend all my time on the mechanic (in this case weighty flying) & then maybe try to backfill a game...
Random notes:
* I mentioned this elsewhere in the comments, but the movement was supposed to be a lot more weighty / gravity based for more fun.
* I'm realizing as I play other peoples games (and thus learning it about my own) that I should have made it so that the user never has to touch the mouse. e.g. menu movement via arrow keys/wasd w/ right to continue or something, etc. Makes it so you can get in the groove better.
* There's really not enough time to do anything. I think next time I'd just spend all my time on the mechanic (in this case weighty flying) & then maybe try to backfill a game...
[Crosspost from main page] Haha I totally was running around squashing eggs w/o realizing the first go through, and then once it clicked things got very dark very fast. For some reason squishing the poor egg babies coupled with the crabs running around decimating the lot of was surprisingly dark - so that's what stood out to me (the whole mechanic kinda hits home lol).
Haha I totally was running around squashing eggs w/o realizing the first go through, and then once it clicked things got very dark very fast. For some reason squishing the poor egg babies coupled with the crabs running around decimating the lot of was surprisingly dark - so that's what stood out to me (the whole mechanic kinda hits home lol).