Finally got around to checking this out. I'm always impressed by how polished you manage to make jam games! One little quality of life thing that would be nice is having jump buffering so if you press jump before you hit the ground, you jump on contact, but that's probably a beyond-jam scope thing. Level design was solid, and great pixel art!
jitspoe
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Nice game! I got stuck a couple times not being able to end my turn. The first time, I was able to draw a card, then the turn ended, so I thought maybe it was just not ending because there was still an action I could do. The second time, I couldn't figure out what I could do to progress. Screenshot of where I was stuck: https://imgur.com/a/eKPJZHE
Hey, just wanted to say I checked this out on my stream yesterday. UI seems very clean and polished so far! I'm sure there's a million things you want to add, but one thing I would really love is the ability to have fill layers with masks, so it's easy to change the entire material of certain aspects of something. That's my typical workflow with Substance: set the color, roughness, etc. for the whole layer then mask off the areas that should use those values.
I did run into a bug when I was trying to rectangle select with shift held to select multiple areas. It kept failing to select a certain area, then when it finally did, the fill tool failed to fill that area, like the visual didn't match with what was actually selected.
I also struggled to zoom in far enough, but later discovered it was possible to scale the model. Might be useful to allow more zoom by default.
I know sometimes it's useful to see somebody else using your stuff, so here's the Twitch VOD of my development stream. It'll only be around for a couple weeks:
https://www.twitch.tv/videos/1917332892 I start using Union Bytes Painter at around 2h23m
If I recall correctly, the speed is capped using a dot product instead of a vector length of your current speed, so if you veer slightly to the side, you can get a little more speed than going straight forward, but, obviously, if you go too far to the side, you'll start countering your speed and/or go off course and slow down.
Kind of like the ol' Quake2 jump maps. As a Quake vet, I couldn't quite get the hang of the strafe jumping. It's a bit different from how the Quake series handles it. It seemed to either not do much or accelerate at a ridiculous rate causing me to overshoot platforms, but I appreciate the effort to create momentum based mechanics!
Unfortunately, the jump was super unreliable (especially when up against a wall), making it needlessly frustrating. I'm guessing you're checking if you're on the ground the frame you press the jump button, and sometimes you're not. I prefer the quake style jumping where if you're holding jump, you jump as soon as you're on the ground, so long as you've released and pressed jump since the last time you jumped. I did get to the end, though.
You're in a wingsuit, so you can't really gain that much height. It's more about controlling your descent. If you're holding W, you should be able to aim your movement with the mouse. It is a bit more difficult than I wanted it to be, but it was for a game jam, so the time was pretty limited. Maybe some day I'll turn it into a full game with better controls.
Nice, another fish flopping game! Yours is a bit easier since you're in the water and can control your direction better, but it's also more difficult because I'm physically wearing myself out trying to swim upstream. My tendons hurt! Almost made it to 1000m, but had to take a break and rest. Fits the theme very well.
Nice visuals and overall presentation. Thanks for having options to adjust the volume! Fits the theme well with a very simple control scheme, yet being very difficult to master the physics. Felt a little too slippery for my liking, but that's also part of the genre. It's all about figuring out what your target audience wants as to how you tune it. You might want to invest in a better microphone for sound recording.
Analog controls could be interesting. Didn't have time to try them. There is some control, though. The angular force is applied while the key is pressed, so you can have a weaker flop if you tap the key quickly. In order to allow the fish to flip high enough to get over things, though, I had to make the velocity pretty high, so the window is REALLY small.
Really great presentation, especially with the intro camera! Good looking entry overall. 3rd person camera got wonky in a few places, but that's a tough problem to solve, especially for a game jam. I did feel like the resetting back to the start during the first jumps was a bit punishing for players starting out and trying to learn the mechanics. I'd suggest using the right mouse button to detonate instead of overloading the left mouse, as sometimes you might hit something and clicking again will launch a second pumpkin.
Very chill, meditative game. I did run into one situation where I got stuck in the wind, since there is no air control, I just kept going up and down. Thanks for putting menu options to jump to different sections so I didn't have to start over with a soft lock! Those are also nice when I want to check out a whole bunch of games without having to go through the entire thing over and over! Good work!
Nice presentation. The physics felt very good and fair. Felt like I was the one screwing up, and not the game. I don't have any real suggestions, but I think it would fit the theme better if there were an alternative to having shot counts. If you go to pursue this further, I think it might work better with more traditional levels scaling in difficulty rather than starting over at the beginning every time. Had fun with it, though!
At first the controls felt backward, but after a while my mind adapted and it wasn't a problem. I feel like this one fit the theme pretty well -- there was a focus on using physics and you were your own worst enemy a lot of the times. There were also opportunities to catch yourself falling and recover, which I felt a lot of entries lacked and just focused on being brutally punishing. Many Foddy games have ways you can recover using the tools at your disposal, so I feel this is more true to the theme. Of course that's all subjective! Nice entry. Good vibes, and neat style.
Pretty impressive scope for a jam entry. Nice vibes with the music. I felt it was a bit too punishing, though, as you could often land on platforms that needed multiple air jumps after getting knocked down, and your only option would be to drop further down to get to a platform you can get energy from. Also, sometimes you'd get knocked to the left which would send you all the way back to the beginning with nothing in between to catch you, which seemed excessively punishing.
I felt, more often, that I was fighting the game than fighting myself (as tends to be more in the Foddian spirit).
If you flap in the direction you're facing (ex: right when you're facing right), it'll create some forward thrust while being less likely to flip you over. Gotta find the right cadence. Of course you can also tail flip off of objects you're nearby to sling yourself. Flopping the opposite direction of the direction you're facing (tail into the ground) will launch you into the air.