Thank you for trying the game out. We did create a waves function to advance to a harder wave every 20 seconds, but we forgot to actually add the harder waves. We'll be sure to include a better feeling of progression in the next jam.
NuManorEntertainment
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Play as a pistol-shrimp-wielding crab as you battle the charging piranhas.
Shooter
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Recent community posts
What I liked about this Game:
- The art style is very cute.
- Especially the Grunt Eel.
Areas for Improvement:
- It is unclear to the player how well they are doing at reeling in fish.
A progress bar or some other indicator to make clear the direct cause-and-effect of keeping the cursor in the circle while reeling would provide valuable feedback to the player.- I did not notice the progress bar on the right side. It should be made more noticeable. Making it bigger would be a big help. Some color would also help as it currently blends into the background.
What I liked about this Game:
- I like the water gradient that goes from dark blue at the ocean floor to white at the surface
- The torpedoes and scrap make for a fun loop of dodging projectiles while trying to collect the scrap.
Areas for Improvement:
- The effect of the torpedoes and the scrap is not immediately evident.
- Something that could have helped is an arrow pointing to the left above the oxygen bar that has its length adjust to match the rate of oxygen loss.
- So the line would get smaller when you pick up scrap and longer when you get hit by torpedoes.
- This would have made it clear that the torpedoes/scrap was affecting your oxygen loss rate.
What I liked about this Game:
- I like the water shader, it's very interesting.
- The entire art-style I think fits very well into the underwater theme.
Areas for Improvement:
- The biggest change I would add is some type of feedback on your hits. Make the enemies flash,use hitstop, and/or particles on hit to indicate that the enemy has been hit. It would help make it more clear
- I see that you were trying to make the game more difficult. I do think the enemy health is about 8x higher than it should be compared to the damage you deal while holding the attack button.
- I think encouraging the player to spam a button is fine in some situations like the Quick Time Events in God of War. It should not be the default playstyle. Due to the high health of enemies, this game requires that the attack button be spammed for the enemies to die in a reasonable timeframe. Fixable by reducing the amount of time it takes for enemies to die while holding the attack button, whether it be by reducing enemy health, increasing attack damage, or increasing fire rate while the button is held.