Difficult but really addicting and fun
quinnleavitt
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Yes that's correct you have to actually jog or walk/lean in place while using the joystick for direction. I think I really needed some better instructions and/or an animation demonstrating what you should do. I wanted a locomotion system that prevented motion sickness, left your arms free for other things, and let you decide direction of travel independently of your head direction.
Thanks for trying it out and recording it! Sadly, I don't know if you were jogging in place correctly. It's based off of head movement and not arm movement so you have to actually jog in place to get moving at a decent speed. Leaning side to side also works for walking in place. The thumbstick allows for some small movement without jogging or walking in place but it's quite a bit slower to avoid motion sickness.
I think the way that other games have implemented "jog in place" has led to the confusion and I should've made it more clear with maybe an animation or something so people get the behavior they expect.
Thanks I appreciate the comment, I'm glad you enjoyed the game. I spent too much time working on the locomotion system that I didn't have much time left to decorate the planets. Thankfully I think it's still interesting enough for 15 minutes of gameplay with the novelty of the locomotion system and vibes from the atmosphere.
I really liked the haptics, water shader, fish model, and the water sound effects. I also really enjoyed the jankiness of casting with the physics based bobber one time I think I even caught a fish out of the sky somehow. I think you did a great job on this one but I'm sure you were pulling your hair out trying to get the bobber to work right. I think the jankiness adds to its charm and I had a great time playing with the physics.
I really liked this one though it seems like at least on the windows build if you put your hands too close to your body you can go flying because the collision of the hands seems to be colliding with the player body. I loved the sounds though and I think you did a good job implementing the instrument. I also actually had a lot of fun launching myself into the sky lol so it's a feature not a bug :D.
I really appreciate your detailed review!
If I continue building the project the music is definitely something I'd improve since for longer runs it gets kind of repetitive.
The intention with the fireballs was to have them grow until full size and then stay that size but maybe I should have them start larger so they're easier to see.
I agree about the health being confusing, the intention was that it would give you enough extra health that it blocks an additional hit before you die for each one you pick up. I think the reason the health power up may be bugged because dying removes a stack of health but getting hit also removes a stack. Without some kind of life bar it's hard to tell when you can take another hit.
I definitely would want to add more animations and an even larger boss style enemy that's designed to be more challenging once you have enough power ups and get past the initial difficulty curve.
Yeah the laser sound definitely got annoying after a few times playtesting it. I want to release an improved second version with better assets and with improvements. There's actually supposed to be stars in the background like in the screenshots but they didn't work after exporting. So there's definitely still some work I can put into it when I have some free time. I also really want to add mobile support at some point.
This is one of the most fun games I've played this jam, I wish more of the submissions had cheese. Actually I wish I had cheese right now. You did great with the platforming on this one though it can be a bit difficult and take quite a few tries on some levels. Challenging but still fun and the art and concept are great.