Hi! I think the core idea here is tried and true. And your use of the fish asset combined with running legs I think makes it standout! The surreal visual style you've achieved here with the given assets is I think very unique, eye-catching and effective. In my opinion, with the current form of the game, either the jumping could be more responsive or the obstacle spawning algorithm could be further tuned. I find that oftentimes while playing, the obstacles stack up on one another, but sometimes not close enough for me to run over them and I fall in between two of them. When I see one of these gaps coming, I try and jump, but I find that when I am running on top of the obstacles my jumping can be a little finicky. I think if the jumping worked every time while I am on top of the obstacles or if the obstacles were tuned to adjust for spacing so the pattern that results in this trapping of my fish came up less or not at all, this occurrence could be solved. However, I don't think this is an experience breaking effect and I very much enjoyed the time I spent playing this. You should be commended for giving a unique visual style to such a constrained set of assets and also putting a new spin on a more common gameplay mechanic. It works well here. Thanks for making it!
Even though you didn't have a lot of time to work on this, I think it came out very well!
I think having a bit more control over the jump might make things feel nicer, especially because some of these jumps require precise timing and aim. For example, I could jump higher the longer I held space, it could make aiming my jumps more fun and rewarding. It could also add additional layers of strategy to this game if that's something you want to go for.
Nonetheless, I still think this game is very solid, and I enjoyed playing it a lot!
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Hi! I think the core idea here is tried and true. And your use of the fish asset combined with running legs I think makes it standout! The surreal visual style you've achieved here with the given assets is I think very unique, eye-catching and effective. In my opinion, with the current form of the game, either the jumping could be more responsive or the obstacle spawning algorithm could be further tuned. I find that oftentimes while playing, the obstacles stack up on one another, but sometimes not close enough for me to run over them and I fall in between two of them. When I see one of these gaps coming, I try and jump, but I find that when I am running on top of the obstacles my jumping can be a little finicky. I think if the jumping worked every time while I am on top of the obstacles or if the obstacles were tuned to adjust for spacing so the pattern that results in this trapping of my fish came up less or not at all, this occurrence could be solved. However, I don't think this is an experience breaking effect and I very much enjoyed the time I spent playing this. You should be commended for giving a unique visual style to such a constrained set of assets and also putting a new spin on a more common gameplay mechanic. It works well here. Thanks for making it!
Even though you didn't have a lot of time to work on this, I think it came out very well!
I think having a bit more control over the jump might make things feel nicer, especially because some of these jumps require precise timing and aim. For example, I could jump higher the longer I held space, it could make aiming my jumps more fun and rewarding. It could also add additional layers of strategy to this game if that's something you want to go for.
Nonetheless, I still think this game is very solid, and I enjoyed playing it a lot!